@Groucho

Saw this up on an earlier thread - this is from Factor 5, and I'd guess Wii games' costs are pretty close to GC games.
@Groucho

Saw this up on an earlier thread - this is from Factor 5, and I'd guess Wii games' costs are pretty close to GC games.
Pristine20 said:
You know, as soon as i read the title, I knew someone was going to spin it into how nintendo and fellow wii devs have made so much money that they gave them some for free lol. |
How is it spin when it's the actual case that Wii developers have been way more profitable then non-wii developers in most cases. I mean nobody makes more money then Nintendo off software. When you take out most of the nintendo games which almost all have made money off their development costs... where does that leave everyone else?

Groucho said:
I have to say that you are quoting bad science here. You're gonna have to prove that, for example, developing Super Mario Galaxy cost significantly less than, for example, the latest Ratchet & Clank. GTA4 and MGS4 are some of the most ridiculously high-budget titles of all time. They are *not* good examples -- and for that matter, they don't have any peers on the Wii. Most AAA games cost way less than $40 million to make, and $1 million does *not* produce a Wii shovelware title -- not even close. Again, feel free to name some examples that did. |
That's a really bad comparison, man. Ratchet + Clank Future sold a little over a million copies (1.27) while Mario Galaxy sold almost 7. I could see them having similar dev. budgets, but the Mario game gave back a 5 fold higher profit. A better question is asking if Ratchet + Clank cost less to make than Carnival Games, which sold 1.89 Million copies so far. And it took six months to develop. http://multiplayerblog.mtv.com/2007/08/24/carnival-games-wii-developer-this-is-not-a-mini-game-collection/
Wii has more 20 million sellers than PS3 has 5 million sellers.
Acolyte of Disruption
Words Of Wisdom said:
This is self-evident really. If you want higher quality, you will have to pay more for it. The important thing to realize is that the game costs more to make because the bar of quality you're shooting for on one platform is higher than that of another, not because of costs inherent to the platform itself. To put that a bit differently, making a game that is visually identical on the Wii and 360 would have comparable costs. The 360 version would not magically become 2 to 4 times more expensive simply due to being on the 360. |
On the 360 maybe.
A Wii looking game on the PS3 probably would cost more though. I mean look at the recent interview about rage. He had to put his best people, and twice as many people on the PS3 to do as much work as the 360 do to it's crazy hardware.
It is problematic that people seem to insist on "HD level" graphics. (Which aren't even really HD level since a lot aren't at 720, but it's a certain "look" demanded.)

How are video game budgets high? They're actually very low, blockbuster movies tend to cost several hundred million for a 2 hour production, a 20 hour game costs a fraction of that.
| Kyros said: Tell that to Majesco ... I just looked it up and Majesco canceled half of its products, released others like Advent Rising prematurely which resulted in bad reviews and a bad game and had a big flop with Psychonauts. And to be sorry many people seem to think this is one of the best games ever but it didn't need a clairvoyant to see this sell badly. It was too weird and artistic which made it a niche title from the beginning (Okami hello). So all in all I would say the people to blame were the product managers and its a good example that products could run out of control in the SD console gen also. |
I agree with what you said, but you're saying something quite a bit different than what you initially claimed. It is not companies that are producing "Good" games that are profitable, it is companies that are producing well known properties in popular genres that are profitable; there is quite a large difference being that many good games simply can not have their development budget justified because they're too risky being that they're not an established franchise and are not in a (particuarly) popular genre.
As an example, Capcom can justify developing a game like Zack and Wiki even though its overall sales potential is not that great because is development costs are low enough that it doesn't require high sales to break even, and even if it doesn't turn a profit it won't lose so much money to (really) impact their bottom line. To produce a similar game with a visual quality appropriate for a HD console would simply be too expensive to justify.
| DTG said: How are video game budgets high? They're actually very low, blockbuster movies tend to cost several hundred million for a 2 hour production, a 20 hour game costs a fraction of that. |
How many videogames can generate $100 Million (or more) in revenue from theater tickets, an additional $100 Million (or more) in revenue from DVD sales, and an additional $50 Million (or more) in revenue from pay-per-view and television contracts in the United States alone?
| DTG said: How are video game budgets high? They're actually very low, blockbuster movies tend to cost several hundred million for a 2 hour production, a 20 hour game costs a fraction of that. |
By that logic a piece of gum that costs 1 million dollars to make has a cheap budget.
