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Forums - Sales - InFAMOUS has shipped nearly 2 million copies.

Here are some clues of the budget..

http://seattletimes.nwsource.com/html/technologybrierdudleysblog/2009129869_more_from_infamous_boss_on_xbo.html

Q: With the economic situation, could we be in the twilight of big-budget, triple A game development here?
A: Oh no. I think it's just a bi-level market right now, meaning that there are lots of games that are getting built cheaply. More power to them, those are fun games to play. Then there are games like inFamous, that are just inherently big-budget games. The thing that seems to have disappeared are mid-range games - doing a game for $6 million, it's hard to do that and compete.

Q: You have to spend $25 million or $30 million?
A: You have to push the budget up. The thing that's really fun about being a producer of games is that it's a global game, it's a global business. When people are buying your game, they've got hundreds of choices. They can buy whatever they want when they walk into the game store. The fact that they bought yours is a pretty gratifying thing. The flip side of that is you've really got to keep up with everybody else because if you're not as good as those other games - if you're not better than those other games - no one's going to buy you're game. They're going to buy someone else's game. So there is this push to keep making the games bigger and better.
There are natural economic limits to that - you can only afford to spend so much money on a game before you're not going to break even. It is a business and people need to make money on the game. We may be close to that limit, but I don't think we're close to the end of triple-A games - they're going to keep coming.

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Face the future.. Gamecenter ID: nikkom_nl (oh no he didn't!!) 

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I just can't see inFamous costing more than 35M$... not after what we found out about KZ2 and MGS4 not being near their rumored budgets [40-60M$] and those games were also made from scratch. The development team was 60 people and it was a 3-3.5 year project [which could have been 2 with more people but they chose to work smaller]. Even if I go with Slimebeast's method of budget calculation and assume each member of SuckerPunch gets 100,000$ a year, I only get 21M$ tops...



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SpartenOmega117 said:
ProdigyBam said:

Good sales, but not enough for profit i guess

They said the budget was about 50 million dollars advertising (only usa) 10 million = 60 million

they shipped 1,2 million copies for the price of 55-60$ thats about 35$ (as publisher, dev and console maker) for sony per copy = ~38$ it think ltd they will ship 2,2 million for the price of 25-30$ that means about 17$ per copy for sony = ~17$

= 60$ - 52$ = 8$

they lost 8$ but now with an existing fanbase and without the cost of an engine they will make enough profit with inFamous 2

btw, i cant wait!

its my third favourite game this gen (after mgs4 and gow3)


50 million for infamous??? Kojima said that MGS4 wasnt even 40 million so how can infamous be 50 million???

Because its Infamous, maybe infamous for high budget and under achieved sales :) jk



Its an open world game...

dont believe me but thats what i read



Fedor Emelianenko - Greatest Fighter and most humble man to ever walk the earth:

http://www.youtube.com/watch?v=lVVrNOQtlzY

$40 million? Don't think so.

For the second game possible as it is a guarenteed 2 million seller.



PSN: Saugeen-Uwo     Feel free to add me (put Vg Chartz as MSG)!

Nintendo Network ID: Saugeen-Uwo

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An open world game made by a company of only 50-60 people that doesn't give you much freedom and focuses more on action anyway ?

yeah....50 million budget is hard to believe. He never said anything concrete about the game's budget in that interview.



Where are people getting that SPP is a "small" studio?  They have a 60-person R&D team... I mean that's not huge or anything, but it's not exactly small either.   In fact, it's larger than Realtime Worlds was back when they made Crackdown (though they've beefed up since then for MMO development, and now are over 200 people).



NoCtiS_NoX said:
CGI-Quality said:
ProdigyBam said:
wholikeswood said:
ProdigyBam said:

Good sales, but not enough for profit i guess

They said the budget was about 50 million dollars advertising (only usa) 10 million = 60 million

they shipped 1,2 million copies for the price of 55-60$ thats about 35$ (as publisher, dev and console maker) for sony per copy = ~38$ it think ltd they will ship 2,2 million for the price of 25-30$ that means about 17$ per copy for sony = ~17$

= 60$ - 52$ = 8$

they lost 8$ but now with an existing fanbase and without the cost of an engine they will make enough profit with inFamous 2

btw, i cant wait!

its my third favourite game this gen (after mgs4 and gow3)

Wait, I haven't seen your source, but based on the fact that Sucker Punch is a very small studio with a history of creating gems on a shoe-string, I doubt the budget was anywhere near $50mil...


In an interview with Gamepro (Germany) the interviewer asked how much was the budget for inFamosu 30,40 million$?

the guy from sucker punch said it was even higher than 40 million

Sorry man, Icall BS without a source. I refuse to believe inFAMOUS was up there with Killzone 2 or MGS4.

I second this. I know you already told me this before but I still have a big doubts.


I third this. Possible but not probable.



"Everything we hear is an opinion, not a fact. Everything we see is a perspective, not the truth." -My good friend Mark Aurelius

jarrod said:

Where are people getting that SPP is a "small" studio?  They have a 60-person R&D team... I mean that's not huge or anything, but it's not exactly small either.   In fact, it's larger than Realtime Worlds was back when they made Crackdown (though they've beefed up since then for MMO development, and now are over 200 people).


http://www.joystiq.com/2009/03/25/gdc09-an-infamous-interview-with-sucker-punchs-brian-fleming/

So, how long has inFamous been in development?

You know, we've been in development a little over three years. It's a long project for us. It's, you know, we're not the biggest team and when we wanted to do this we kind of knew where the budget was going to fall, and we actually asked Sony if it was okay to do a smaller team, three-year plus thing rather than a "let's try and cram it out in two years and get big."

I think, for us, it was the right choice. We are a really iteration-based studio where, you know, this mission that you're playing isn't the oldest mission in the game, but it's probably worked on more than any other mission. But even then, like the karma, and the powers, and the climbing systems, those are things that, at least for us, really took a lot of integrational polish to start to really interrelate and gel together. We really felt like for a new IP, that was the right strategy for us. 

Is there a direct correlation to a big team that has to get a game done in a year versus a small team that has three years?

I mean, you know, if you look at the pie chart of the spend to build a modern video game, the vast majority of it is personnel. There's only so much you can spend on rent and soft drinks. You just can't spend a lot. And so, it's man years. You can decide how you want to divide that up. If you divide by two, you have more man years than that one year. 

You mean soft drinks aren't one of the major expenses in game development?

Shockingly small. 

So, what is the size of your team?

If you counted everyone from our IT guy, to the front desk person, to our contract QA guys, it's about 60 people. 

That's a fair size. 

Yeah, no, I'm not saying we're teensy.

That's still fairly small for an AAA title. 

I mean, for a big, open environment we didn't outsource the art -- we didn't. We made this game -- our studio.



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