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Forums - Gaming Discussion - CONFIRMED: Airtight games, developer of Murdered: Soul Suspect, collapses

QuintonMcLeod said:

And yet, somehow, people think AAA developers are going to do just fine this generation. I'm sorry, they won't! If an indie studio attempting to make big budget games can get shut down, then any studio can get shut down and WILL get shut down.

Developers! If you don't have the money, DON'T SPEND IT! This is common sense! You don't grab up a ton of credit cards and push yourself off the cliff with debt! If you only have 100 bucks, then your game should only cost 99 bucks to develop. If you have 20k, then your game should be 19k to develop. Don't put yourself in the hole just for a moment of fame!

You have much to learn if you think any game developers are going to be fine this generation ... 

There's a good reason why people want AAA games instead of indies and that's because they usually perform a better job at creating and delivering quality experiences that consumers want rather than the latter. A lot of indie developers do nothing but self indulge in developing their games much like how Aonuma does nothing but shoving worthless "creativity" in his zelda games. If developers don't make experiences that consumers want then tough luck to them because that just means more money for Activision Blizzard and Mojang.



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zarx said:

I am not justifying it I am explaining the realities of the situation.

A studio with 50 (Airtight are 51+ acording to linkedin) employees in America is $350k+ a month on just wages (add more for taxes, rent, utilities, medical etc etc). So given your rediculous $3 million budget example that is 8 and a half months of development for 50 people a studio would need to release 2 or more games of that size every year just to keep everyone payed and the lights on. And to give you an idiea of the kind of game $3 million buys you that is less than half a 2D point and click adventure game by Double Fine (a company that has 65 employees and is currently developing 6 announced projects at once 2 of which were crowd funded because publishers didn't want to publish them) it really isn't a lot of money.


Now how the games business works for indipendant developers that don't own the IP is you have a budget say for something like Murdered I would say ~$20 million, but it of course varies from game to game. That budget will be worked out with the publisher and developer based on the number of staff working on the project and the length of development. That is payed out in installments bassed on progress on creating the game. If the developer misses a development milestone then depending on the contract the publisher could give them extra money or withold payment or worst case cancel the game. This is why game developers have to often indure brutal crunch with lots of unpayed overtime to avoid missing milestones, if you are lucky you may get a couple % profit but as I pointed out that won't buy much time. And if you don't spend the budget on devloping the game you will most likely miss your miletones and end up not getting payed at all. Once the game is complete they will usually get payed in a combination of 3 ways a completion bonus for finishing the project on time, a royalty based on sales (in most cases the devloper will get nothing or a tiny amount until the publisher makes back their money so if the project underperforms the developer could end up only barely breaking even), or worst case scenario based on metacritic score (which can lead to heartbreaking resaults like for example Obsidian getting no royalties from Fallout New Vegas because they where one point on metacritic below their goal). These should give the developer enough of a buffer to line up their next work It's brutal but that is the reality of publishing deals with indipendant developers. Publishers aren't charities, they pay for services rendered not for developers to line their own pockets. No matter the size a developer is not going to get work if they can't make a successful game.

If you make games that don't sell at best the developer would be just over breaking even (tho if they make a hit depending on their contract they could become rich). So developers have to alwayse have new projects to keep their employees payed if they don't make succesful games, naturally if you make games that don't sell publishers don't want to give you money to make game big or small and you go under. And you idea of if your games sell poorly just make games with budgets that small idea is incredibly naive. Less budget means less money spent making and marketing your game, which usually (unless you are increadibly lucky) means lower sales and or a lower price point which means you will most likely still lose money exept now you have to make more pitches to publishers to make more games which means even less time actually making games which leads to lower quality products or mass layoffs.

Small studios making small games go under all the time as well, they just don't make the news. For every indie success story there are 20 failures. Making any game big or small is a risk and no one is going to give you free money. If you can't make successful games no one is going to keep paying you.

No.

Indie developers are creating games with only several 100 thousand dollar budgets. Don't give me that "Oh, the publisher will give them 20 million." Several million dollars is only needed for large AAA budget games. I'm saying making such games are disasterous in this market if done poorly. Many of these AAA games ARE done very very poorly.

Listen. 8 million is how much they have to work with after royalties, operating costs and etc. based from only 300k worth of sales.

300,000 x $60 = $18,000,000 - ($10 million for everything else) = $8,000,000. I've also rounded the expenses up so to intentionally bloat the amount of off-project expenses to further make my point.

When a game need to sell 4 million copies to break even, that's a problem! Do the math:

4,000,000 x $60 = $240,000,000 - ($220 million for off project expenses [this is a severely bloated number.]). That's ridiculous. 

 

Secondly, an indie studio that large should not waste so much manpower on one game. With a 100 man team, you can split them to two teams of 50 people and have two projects simultaneously while NOT focusing on AAA budgets. This is how you keep food on the table while not spending ridiculous amounts of money and betting on only one or two projects to stay afloat. This is called business sense.



Quinton, I don't think you know how this business works. Or any business for that matter. Just learn this - the gaming industry is like any other, if you fail to make good products, you most likely go bust. It's true in every branch of industry, it was happening in the past in this industry as well (remember the giant Westwood?), so there is no reason to overreact. Smart developers that make good products and keep a firm grip on their budgets flourish like never before - just look at CD Projekt RED. Developers who don't - go bust.



Wii U is a GCN 2 - I called it months before the release!

My Vita to-buy list: The Walking Dead, Persona 4 Golden, Need for Speed: Most Wanted, TearAway, Ys: Memories of Celceta, Muramasa: The Demon Blade, History: Legends of War, FIFA 13, Final Fantasy HD X, X-2, Worms Revolution Extreme, The Amazing Spiderman, Batman: Arkham Origins Blackgate - too many no-gaemz :/

My consoles: PS2 Slim, PS3 Slim 320 GB, PSV 32 GB, Wii, DSi.

QuintonMcLeod said:

No.

Indie developers are creating games with only several 100 thousand dollar budgets. Don't give me that "Oh, the publisher will give them 20 million." Several million dollars is only needed for large AAA budget games. I'm saying making such games are disasterous in this market if done poorly. Many of these AAA games ARE done very very poorly.

Listen. 8 million is how much they have to work with after royalties, operating costs and etc. based from only 300k worth of sales.

300,000 x $60 = $18,000,000 - ($10 million for everything else) = $8,000,000. I've also rounded the expenses up so to intentionally bloat the amount of off-project expenses to further make my point.

When a game need to sell 4 million copies to break even, that's a problem! Do the math:

4,000,000 x $60 = $240,000,000 - ($220 million for off project expenses [this is a severely bloated number.]). That's ridiculous. 

 

Secondly, an indie studio that large should not waste so much manpower on one game. With a 100 man team, you can split them to two teams of 50 people and have two projects simultaneously while NOT focusing on AAA budgets. This is how you keep food on the table while not spending ridiculous amounts of money and betting on only one or two projects to stay afloat. This is called business sense.

 

You are sevearly underestemating what a AAA game costs to make these days. I wouldn't even say $20m is enough to make a AAA game these days. The most successful AAA games all have budgets well over $100m. GTA V is reported at $225m including marketing. Desteny $500m with marketing.  These are the realities of AAA development, and for the mid tier projects the sub $20m (which don't missunderstand is small for a full priced retail release) games like Murdered the market just isn't there for most games. In the current market to demand a $60 boxed release you really have to be AAA or an established brand with a built in fanbase.

Anything with a sub $10m budget isn't big enough for a retail release or if it is it sure as hell won't be full price. You are talking premium downloadable titles like Journey or Call of Juarez: Gunslinger. So now you have to lower the price to $15-30 and now you need to sell 2-3 X as many copies to break even. And again Airtight Games did make smaller downloadable titles they flopped too. Publishers for the most part aren't funding a lot smaller games, they are increasingly focusing on fewer bigger AAA games which is the real reason that Airtight is going under. Because publishers aren't funding low budget titles like Murdered: Soul Suspect anymore. At least not in the retail sapace from north American developers.

 



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

Scisca said:
Quinton, I don't think you know how this business works. Or any business for that matter. Just learn this - the gaming industry is like any other, if you fail to make good products, you most likely go bust. It's true in every branch of industry, it was happening in the past in this industry as well (remember the giant Westwood?), so there is no reason to overreact. Smart developers that make good products and keep a firm grip on their budgets flourish like never before - just look at CD Projekt RED. Developers who don't - go bust.


I am not sure CD Projekt are the best example, as much as I bloody love them. For one they live in one of the cheapest parts of Euroupe which lowers costs hugely. Two they almost went banckrupt several times well developing the first two The Witcher games, only having revenue from their localisation and distrobution busness saved them. They also had to work like this

"CD Projekt Red dug deep. "For half-a-year we were working 12-hour days every day, all weekends, all the time," remembers lead character artist Paweł Mielniczuk. And Adam Badowski was sleeping under his desk. "Really! For three days, in the same clothes. Stinky times," he chuckles."

Which has it's own problems



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

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zarx said:
Scisca said:
Quinton, I don't think you know how this business works. Or any business for that matter. Just learn this - the gaming industry is like any other, if you fail to make good products, you most likely go bust. It's true in every branch of industry, it was happening in the past in this industry as well (remember the giant Westwood?), so there is no reason to overreact. Smart developers that make good products and keep a firm grip on their budgets flourish like never before - just look at CD Projekt RED. Developers who don't - go bust.


I am not sure CD Projekt are the best example, as much as I bloody love them. For one they live in one of the cheapest parts of Euroupe which lowers costs hugely. Two they almost went banckrupt several times well developing the first two The Witcher games, only having revenue from their localisation and distrobution busness saved them. They also had to work like this

"CD Projekt Red dug deep. "For half-a-year we were working 12-hour days every day, all weekends, all the time," remembers lead character artist Paweł Mielniczuk. And Adam Badowski was sleeping under his desk. "Really! For three days, in the same clothes. Stinky times," he chuckles."

Which has it's own problems


Living in a cheaper part of Europe isn't only pros though, it has its cons. It's much, much harder for us to get capital - which is why they had their struggles. $15 mil is much less of a deal for you than it is for us. It can only be considered going the easy way, when it's a Western company (with Western funding) setting up an office here, but not when it's a company from here.

Or just maybe Western companies should just move to cheaper locations? Just maybe gaming companies shouldn't be located in LA, Las Vegas, Miami, Washington, Redmond, etc., but should be in cheaper places. I'm not only talking about Central Europe (though it's a great place to move your business! Do it! ), but even places like Minnesota, Dakotas, etc. (don't really know the cheapest places in USA). Just maybe this business isn't viable in the most expensive areas of the world?



Wii U is a GCN 2 - I called it months before the release!

My Vita to-buy list: The Walking Dead, Persona 4 Golden, Need for Speed: Most Wanted, TearAway, Ys: Memories of Celceta, Muramasa: The Demon Blade, History: Legends of War, FIFA 13, Final Fantasy HD X, X-2, Worms Revolution Extreme, The Amazing Spiderman, Batman: Arkham Origins Blackgate - too many no-gaemz :/

My consoles: PS2 Slim, PS3 Slim 320 GB, PSV 32 GB, Wii, DSi.

KylieDog said:
Dark Void and Quantum Conundrum were decent games, the latter especially, it was a lot like Portal.


Well one of the creators of portal did work on it.



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!

Airtight like the hindenberg.



Well, it seems it's not a rumor anymore, Airtight games tweeted what can only be a confirmation of their closure:

Thanks to all of the fans, family, friends and colleagues who supported us and made the last 10 years possible.
— Airtight Games (@AirtightGames) July 2, 2014

Thanks to all of the amazing people that worked on Dark Void, Quantum Conundrum, Murdered, Soul Fjord, Pixld and DerpBike.
— Airtight Games (@AirtightGames) July 2, 2014

http://www.vg247.com/2014/07/03/murdered-soul-suspect-studio-closes/



I hope they all find new jobs quickly



@TheVoxelman on twitter

Check out my hype threads: Cyberpunk, and The Witcher 3!