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duduspace1 said:
DonFerrari said:

1 - Standard Nintendo price for games was 40 for HH and 60 for console, where is 80 standard for Nintendo?

Thanks for clarifying this piece of knowledge, now I know that if Nintendo was releasing the cost to marketing (because it seems cost to develop is meaningless) we would have Pikmin costing more than CoD or Destiny right?

2 - So you want to tie the price of Labo or Toycon to Ariana Grande music? That must be some kind of new metric as MS uses.

3 - You simply decided to ignore average AAA gaming develop cost, GoW3 as basis to extrapolate considering GoW was above and beyond every single aspect of GoW3, be it duration, size of the game, resolution, polycount, VA, texture, time to develop you name it. If you can find the magic that allows you to make everything more and costing much less I would be glad to share that with all developers, who mind you, have been very clear about cost for making games increasing from gen 6 to 7 and 7 to 8.

I shall give you another help just so you get an idea of production cost for GoW itself from another angle.

https://www.tweaktown.com/news/59173/publishers-calculate-game-budgets/index.html gives rule of thumb of 10k per month per employee.

http://sms.playstation.com/studio/ gives SSM have over 200 employees and they were solely developing GoW.

Their last launched game was ascension in 2013.

So that give us about 60 months, with 200 people at 10k. Total = 60*200*10000 = 120.000.000 in wages only for production cost.

This doesn't include marketing, outsource, temporary staff, etc.

Will you preffer the low balling of 50M I gave initially for GoW or do you preffer this 120M?

I actually missed the bolded part of your post in my earlier response? I do believe this to be a very faulty  way to calculate cost.

The below is taken from their website:

Building upon God of War team's commitment to excellence in presentation and core mechanics, Santa Monica Studio has also been a pioneer in innovation and mentoring new voices in gaming. Based on a model established with the widely acclaimed thatgamecompany (flOw, Flower, Journey), Santa Monica Studio has since acted as an incubator for the Giant Sparrow team (The Unfinished Swan) and SuperBot Entertainment (PlayStation All-Stars Battle Royale).

The studio team has also been a leader in the downloadable space, publishing innovative and award-winning games for the PlayStation®Network, including flOw, Flower, Journey, Warhawk, Linger in Shadows, Everyday Shooter, Fat Princess, Escape Plan, Sound Shapes, The Unfinished Swan, the PixelJunk series, Hohokum and more.

 

To suggest that all SSM staff were working solely on God of War is a very dodgy conclusion to come to. The fact that they didn't release other games doesn't mean they were not working on other projects either internally or externally or in conjunction with others. There are other games listed on their site and they do have other developers they 

If I was interested in yanking your chain, I should probably go and calculate what Nintendo has released in the past year and divide by the number of Nintendo's employees, but I doubt that would  make much or any sense, in short, this data is from that proverbial place at your back filled with a foul stench.

Yes sure... SSM devoted most of their manpower to help flOw, Flower, etc... You know you don't even make sense, you can't backup anything you said, you run from what you said you would do so this conversation is over and the sig of you not knowing difference between development cost and marketing cost or between cost and price will stay.



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."