Jo21 said:
gears doesn't include unreal 3 development cost in it.
red steel was built from the scratch for the wii, and considering the wii mote it require to get used to the new technology.
game like metal gear solid 4 does, final fantasy xiii, and gta4.
also even in the ps2 era have one of the most expensive game ever made.
FFX cost 30+ million around the same for kh, FF12 went for 40 million budget
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UE3 costs anywhere from $500,000-$1,000,000 to license, so it wouldn't have increased the price that much. You can't include UE3 development costs because UE3 has been licensed out and sold to so many companies, there was no cost associated with making Gears with UE3 that would have inflated the budget.
Red Steel was made with a modified version of UE2.5. The issue with Red Steel was that the developers hadn't worked with UE3 before, and weren't able to get it working easily - regardless if it was a Wii game.
The 3 games you named (as well as the other ones) have their own proprietary, one-off game engine built for one console. That adds a lot of expenses in it, as your having to build all the assets for the said game, and have a very menial starting point. Because of that, you have to dedicate a lot more extra time to build the engine, optimize it, trouble shoot it, and everything else - only to never use it again. It's like building a house, and throwing away the blueprints after you build it...Not always the most cost-effective thing you can do. That's why S/E is moving to Crystal Tools. Thanks to Crystal Tools (I believe), we can attribute the multi-platform nature of XIII - since CT is an engine that can work on the X360 and PS3 without many major issues.
And you can name games farther back than PS2-gen games that cost a lot to make - Heck, Super Mario 64 and Zelda: OoT were well, WELL above "normal" development budgets of the day.