DonFerrari said:
I don't care about Vita as well, but it seems like it's very important to you.
SSM doesn't "work" on multiple games. They give support (very small team inside SSM). Gave you other metrics that can be used, like average budget of AAA games, previous GOW3 cost (which if you go read about GOW on PS4 they say multiple times it was their biggest game yet) and you could even pretend half the time/team of GOW worked on Indies Support (which everyone with a brain will tell you is moronic) to make the budget drop from 120M to 60M. Still all would sign to over 50M budget as you were first informed. But you have failed to give any reasonable estimative (backed up) to Labo development cost, the single information you provided relating to it's budget is saying Pokemon costed 50M in marketing. Even the one guy that came to your support can't agree with your premise that Labo cost about as much to make as GoW. I don't know why I spend my time trying to show you how your premises are wrong in the hope you learn and show what you promised you would. But let's try once again. You decided to consider that the Indies SSM supported somewhat drained significant effort from SSM (I don't know how can you just mix Flower with GoW, but since you think Labo cost to make the same as Pokemon to market because both released on Nintendo and marketing is the same as developing, perhaps you think Flower and GoW cost about the same). But let's put this myth to rest. Games listed as supported by SSM on it's site: flOw released on PS3 in 2006 so couldn't impact Gow developed between 2013-2018 Flower released on PS3 in 2009 so couldn't impact Gow developed between 2013-2018 Journey released on PS3 in 2012 so couldn't impact Gow developed between 2013-2018 Warhawk released on PS3 in 2007 so couldn't impact Gow developed between 2013-2018 Linger in Shadows released on PS3 in 2008 so couldn't impact Gow developed between 2013-2018 Everyday Shooter released on PS3 in 2007 so couldn't impact Gow developed between 2013-2018 Fat Princess released on PS3 in 2009 so couldn't impact Gow developed between 2013-2018 Escape Plan released on PSVita in 2012 so couldn't impact Gow developed between 2013-2018 Sound Shapes released on PS3 in 2012 so couldn't impact Gow developed between 2013-2018 The Unfinished Swan released on PS3 in 2012 so couldn't impact Gow developed between 2013-2018 the PixelJunk series games mostly released between 2007-2012. The games after this period didn't had the involvement of SSM. Hohokum a game from a very small development team, that even though were in development for 6 years most of the time were on hold (and they released some games during the same period) and launched in August 2014. So I'll let you take let's say an excessive 5 people (which is probably more than the studio itself had) for 18 months from GoW to support it. So with that we go from 200x60 to 200x60 - 5x18 = 12000-90 = 11910 . That certainly impacted a lot on the budget for GoW right? I'll even be much more friendly to you and also put what isn't on their site. From wiki, from 2013 to 2018 they also supported the release of Fat Princess: Piece of Cake. Made by One Loop Game, which themselves calling small team (4 are name, so I'll be exagerated to give the studio 10 people total and another 10 support from GoW because I want to help you discount as much as possible the budget). And launched November 14 so even if it started before 2013 that gives us another 18 months to discount. So 11910-10x18 = 11730. The Order 1886. Made by Ready at Dawn. Which is an independent but structured studio that worked on several games for Sony. They have their team, but considering they were making new engines and stuff for PS4 I'll grant 20 SSM employees for the 24 months it took after 2013 to launch. so 11730-20*24 = 11250. Everybody's gone to the rupture. Made by Chinese Room. They had about 8 employees, so I'll double that with SSM. The time between previous game and this from Chinese Room is roughly 24 months. That will give us 11250-8*24=11058 (we have discounted almost 1000 from the 12000, almost 10% yeahhhh). Fat Princess Adventures. Developed by Fun Bits Interactive. They linkedin list 17 employees, so I'll give them another 15 from SSM. And another 24 months of development during the GoW development. That would make 11058-15*24 = 10698. Bound, Made by Plastic Studios. 12 devs studio. Will give another 10 from SSM and 3 years of development. 10698-36*10=10338. Here they Lie. Made by tangentleman. They don't have the size available to check, but from the open positions I'll give them a 30 size and additional 20 SSM employees. And they opened the studio in 2014. So will give 24 months of development. That shall bring 10338-20*24=9858 (we took almost 20% of the manpower, and I'll tell you that we can be sure that it actually costed SSM less than 20% of it's manpower to give support on its external developed games). But ok 9858*10000 = 98.580.000 or roughly 100M. Are you also going to dismiss this amount? Perhaps you'll decided that those small indie games costed a lot to make? Shovel Knight, which is considered a very good, big and successful Indie game had a budget of about 300k. So we took 20M from GoW budget, which is enought to make 70 Indie games just to give support to 6 games that they didn't develop themselves. Will wait for your unfulfilled promises. |
It's a real shame that duduspace1 ran out of excuses, since he hasn't replied your comment (he has been online at least once since then (7 hours ago)). It would have been entertaining to read that you for example have to prove that SSM employees didn't work for free. I am 99% sure that he won't acknowledge his defeat.
"The rumours of my death have been greatly exaggerated."
- Single-player Game