papflesje said:
Tanstalas said:
papflesje said:
binary solo said:
Aprisaiden said: O_o i bet SONY are pleased with the sales. I wonder what Heavy Rain needs/ needed to sell to break even? 750k? 1million? |
I'm guessing they need to make around $50 million to turn a profit, so about 750-800K should do it. 1 million will mean they've got a bit of seed money to make their next game. 1.5 million means they'll pretty much be able to fully fund the next game.
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uhm, didn't polyphony digital state 60 million for their GT5 (which has been in the making forever)? If that's the case, why would this be 50 million?
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HR was announced at E3 2006, so it has been in the making for about 4 years (at least) the difference in price if you figure Polyphony @ 60 mil for 5 years = 12 mil per year.
Quantic may have a smaller staff than Polyphony (I'd almost guarantee it) so maybe that is why the game was 2 mill per year cheaper than GT5?
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Even so... it's still only a guess...
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GT5 is $60 million to develop yes? There are other costs you need to add to that $60 million to get the total cost of getting the game to market (and hence the break even point). Again at a guess I'm going to suggest the break even point for GT5 will be around $80 million. Fortunately for PD they have the profits from GT5P that they can add to the pot which means GT5 itself doesn't need to return the whole $80 million. Even so GT5 will well and truly earn PD a LOT more than $80 million.
You will note, I'm sure, that I guessed break even for HR would be $50 million, I never claimed $50 million was the development cost for HR. My guess for that would be something like $35-$40 million. If my guesses are well high and HR's break even is more like $35 million that means the game will have just about broken even within its first 2 weeks of sales. That would be outstanding.
I think this generation is in a pretty good place if a game that uses the PS3's technology to the extent that HR does can turn a profit with less than 1 million in sales. Being the costliest (apparently) console to develop on means turning a profit in game sales should be starting to get fairly easy for everyone; as long as you produce a quality product.
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