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Forums - Gaming Discussion - Which of the big three consoles manufactures put the most big name devs out of business this gen?

lilbroex said:

You lost me. How did I say the oppostie?

Oh, and I found another one.

http://www.vgchartz.com/article/250486/darksiders-ii-lead-desgner-wii-u-easier-to-develop-for/


I don't see why you'd compare the price of development of an 'A+' games on PS3 to an 'average' game on Wii.  By extension of that, I could compare the cost of an 'average' game on PS3 to an 'A+' game on Wii and say "Look, development costs on Wii and PS3 are exactly the same". Of course, that would be far from the truth.

@ the link, that's great.  I'm happy for you that Wii-U is easy to develop for.  What does it have to do with cost of developing games for the Wii?  



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Kresnik said:
lilbroex said:

You lost me. How did I say the oppostie?

Oh, and I found another one.

http://www.vgchartz.com/article/250486/darksiders-ii-lead-desgner-wii-u-easier-to-develop-for/


I don't see why you'd compare the price of development of an 'A+' games on PS3 to an 'average' game on Wii.  By extension of that, I could compare the cost of an 'average' game on PS3 to an 'A+' game on Wii and say "Look, development costs on Wii and PS3 are exactly the same". Of course, that would be far from the truth.

@ the link, that's great.  I'm happy for you that Wii-U is easy to develop for.  What does it have to do with cost of developing games for the Wii?  

The 500k statement was the analasys for the Wii's A+ games.


The cost of a top quality game on the Wii is around 10 million. I know that Red Steel 2 was 12 million and that was one of the biggest 3rd party investments in the Wii this gen. That is still lower than the low end cost of the 360/PS3's development.

Red Steel sold a little over 500k so I would say it broke even.



lilbroex said:
Sal.Paradise said:
lilbroex said:
Sal.Paradise said:

Man if that's all the PS360's fault, the Wii U is going to be a bloodbath! Even more powerful AND you're expected to use a second screen, however will the poor devs cope.

Failure to read alert. All devs who have commented ont he Wii U's cost said that its comparatively low as that is how Nintendo designed.

Strenght was not the problem with the PS3/360. It was that they jumped to high to quickly. Devs couldn't manage abrupt "HUGE" jump in costs.

You don't understand me Lilbro, I'm weeping for all the poor Wii teams that will experience the big cost jump and go out of business, because their dev costs on the Wii were so much lower than the PS360's. Now they'll have to sell even more units on the Wii U to make a profit, than devs had to on PS360 :( 


I just posted this.

http://www.theverge.com/gaming/2012/7/19/3170432/ubisoft-says-wii-u-development-cost-not-a-huge-investment-plans-more

There is also the thread I posted from the ME3 porter stating how easy the Wii U is to code for. The complexitiies are what make cost high, not system strength.

And how does that contradict anything I said there? ME3 is a PS360 game, not a Wii game. 

They're used to a system slightly more powerful than the Xbox/GC where they only had to sell "150-300k for the average game", right?

Now, if you want to pretend that the average Wii U game will break even at anywhere near that amount, go right ahead but don't expect anyone to take you seriously.

And your link, to go onto another subject. 

"Out of the seven games we are planning to launch, five games are ports, so those are games for which there is a quite small re-investment to do," said a Ubisoft executive during an investor call. "The two games that are original are ZombiU and Rayman, so those ones, of course, are more expensive." "We are not talking about games today, like we were spending on Ghost Recon or Assassin's Creed," Ubisoft execs explained. "So they are much smaller in terms of cost. As we've always said, when there is such innovation, the need is not to have big a production value but to concentrate on the innovation. This is what we are trying onRayman and on ZombiU.

Quite a useless statement in this context then. Ports are cheap, original games are more expensive, and of course Rayman or ZombiU will not incur the same development budget as a AAA game like Assassin's Creed on the PS360 did as they are smaller early titles focused on the unique gamepad.

On the subject of the gamepad are you telling me that, a system where devs are encouraged to use a second touch screen that other consoles lack, meaning porting the game to PS360 or even PC will be impossible or unfeasible without modifications to the game itself (one of the reasons I've heard so often that ZombiU or Rayman for example, will not be released to the PS360) is somehow Nintendo making things easier for devs?

I suppose Ubisoft should be happy that Nintendo have given them a system where their two original games cannot be ported without changes to the game itself, how generous of them and very beneficial to the developers who wish to minimize risk. 



lilbroex said:
Kresnik said:
lilbroex said:

You are truncating the facts. I call foul. I said 150-300k for the average game.

Top quality developments(with the few there were) gnerally needed around 500k.


You didn't actually.  In fact, you said exactly the opposite.  Go check your post again.

 

"For a A+ quality games on the PS3, the developement costs are so high that a million seller isn't even enough to break even.

On the other hand, dev costs on the Wii were so low that even you only needed to 150-300k sells to make a profit."

 

Pretty sure that's a comparison of A+ quality games on PS3 to A+ quality games on Wii, since you didn't mention anywhere that you were talking about 'average' games on Wii.  And if you were, then why on earth would you make that comparison?  Why not compare like-for-like?  (i.e. average game on Wii to average game on PS3)

But that's okay.  Don't just accept by apology and move on, feel free to just start yet another argument.

You lost me. How did I say the oppostie?

A+ games on the PS3 cost upwards of 50 million(games like GT4, Uncharted 2, Heavy Rain)

the Naughty Dog said uncharted 1-2 cost $20 million to make. Gears of war 1 and 2 cost something like $10-$20 million to make.

Heavy rain, was a very small budget game, made by a very small studio, with not much of a track record. it was only expected to sell around 500k. so it probably cost less than $10 million to make.

GT4? do you mean GTA4 or GT5?. GTA IV cost like $100 million to make. incredible expensive, and it sold a ton, like 30 million plus lots of DLC.. GT5 cost $60 million to make also extremely expensive. but it has sold over 13 million (GT5+ GT5 prologue), and a couple million DLCs. so also very profitable.



lilbroex said:

The 500k statement was the analasys for the Wii's A+ games.


The cost of a top quality game on the Wii is around 10 million. I know that Red Steel 2 was 12 million and that was one of the biggest 3rd party investments in the Wii this gen. That is still lower than the low end cost of the 360/PS3 development which is 15 million.


You made the 500k statement long after you'd made the initial "150-300k" statement with no indication what it was for, though.  But no matter.  All I'm saying is, next time you may want to be clearer when you say something like that, not comparing the costs of a high-budget PS3 game to the costs of a average-budget Wii game.

By the way, you claimed Uncharted 2 cost 50 million to develop earlier.  Incorrect:

http://www.eurogamer.net/articles/uncharted-sequel-costing-usd-20-million

It cost $20 million.  So again, about double what a high end Wii game would cost.  Which would indeed make your 500k number correct if a PS360 game on a $20 million budget would break even at a million sold.  I won't argue with that one!



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Kresnik said:

I completely understand where you're coming from saying this and I'm sure it's possible that TS4 would've been bigger than I expected it to be, I just personally think it wouldn't happen.  There was already a pseudo-FPS-boom last generation (like you point out: Halo, but other stuff like Medal of Honor as well), yet Timesplitters continued to skirt around mostly-average sales.  

Apparently T2 managed 1.7 million sales across 3 platforms - which isn't bad and does show potential, but with the release of Modern Warfare and the shift in design of FPS', I think Timesplitters would have trouble keeping up.  Again, I absolutely adore the series, but the design is dated (which is what I love about it).  It's totally conceivable that TS could have been redesigned to fit in with the Call of Duty crowd, but if that happened then it would pretty much cease to be Timesplitters.  It might as well be Haze or any other knock-off 'serious' shooter.  And if it did release as a proper sequel following the original design, I imagine it would have done similarly to something like Unreal Tournament 3, another game of dated design:

http://www.vgchartz.com/gamedb/?name=unreal+tournament+III&publisher=&platform=&genre=&minSales=0&results=200

Decent enough (1 million across PS360), but not enough to turn a profit.

Gears of War costed $20m to make.
Unreal Tournament III was basically a multiplayer only game (thus much cheaper), which was developed and released for PC first and then ported later to PS3 and then 360.

They certainly made money with the console versions.



lilbroex said:
Kresnik said:
lilbroex said:

You are truncating the facts. I call foul. I said 150-300k for the average game.

Top quality developments(with the few there were) gnerally needed around 500k.


You didn't actually.  In fact, you said exactly the opposite.  Go check your post again.

 

"For a A+ quality games on the PS3, the developement costs are so high that a million seller isn't even enough to break even.

On the other hand, dev costs on the Wii were so low that even you only needed to 150-300k sells to make a profit."

 

Pretty sure that's a comparison of A+ quality games on PS3 to A+ quality games on Wii, since you didn't mention anywhere that you were talking about 'average' games on Wii.  And if you were, then why on earth would you make that comparison?  Why not compare like-for-like?  (i.e. average game on Wii to average game on PS3)

But that's okay.  Don't just accept by apology and move on, feel free to just start yet another argument.

You lost me. How did I say the oppostie?

A+ games on the PS3 cost upwards of 50 million(games like GT4, Uncharted 2, Heavy Rain)

I'm sorry but that's absolute rubbish, there are only 5-10 videogames in existence that cost 50 million or above (or slightly below) to make and one of them is Shenmue on the dreamcast, one is APB a pc game, two of them are Two Human and Halo 3, 360 games. 

Find me a source that says Uncharted 2 or Heavy Rain cost anywhere near that much to make. (You can't) 

Lol, now I've read Kresnik's post he was spot on "Don't just accept by apology and move on, feel free to just start yet another argument." 

Now I'm taking the bait. Silly me. 



Barozi said:

Gears of War costed $20m to make.
Unreal Tournament III was basically a multiplayer only game (thus much cheaper), which was developed and released for PC first and then ported later to PS3 and then 360.

They certainly made money with the console versions.


Shush, I was trying to use it to illustrate a point about game design, not development costs!  Don't you have pre-order charts to be fixing!?

Also that's great and all about Gears of War, but what did it have to do with my post?

edit: Ooh, is it because they're made by the same studio?  Ic.



Barozi said:
Kresnik said:

I completely understand where you're coming from saying this and I'm sure it's possible that TS4 would've been bigger than I expected it to be, I just personally think it wouldn't happen.  There was already a pseudo-FPS-boom last generation (like you point out: Halo, but other stuff like Medal of Honor as well), yet Timesplitters continued to skirt around mostly-average sales.  

Apparently T2 managed 1.7 million sales across 3 platforms - which isn't bad and does show potential, but with the release of Modern Warfare and the shift in design of FPS', I think Timesplitters would have trouble keeping up.  Again, I absolutely adore the series, but the design is dated (which is what I love about it).  It's totally conceivable that TS could have been redesigned to fit in with the Call of Duty crowd, but if that happened then it would pretty much cease to be Timesplitters.  It might as well be Haze or any other knock-off 'serious' shooter.  And if it did release as a proper sequel following the original design, I imagine it would have done similarly to something like Unreal Tournament 3, another game of dated design:

http://www.vgchartz.com/gamedb/?name=unreal+tournament+III&publisher=&platform=&genre=&minSales=0&results=200

Decent enough (1 million across PS360), but not enough to turn a profit.

Gears of War costed $20m to make.
Unreal Tournament III was basically a multiplayer only game (thus much cheaper), which was developed and released for PC first and then ported later to PS3 and then 360.

They certainly made money with the console versions.

actually i think gears of war 1 cost closer to $10 million to make.

http://www.gamespot.com/forums/topic/27009224epic sure knows how to make quality while cheap games.

epic sure knows how to keep a low budget while making a quality game



zarx said:

Sony shut down the most internal studios

truth