I was just about to buy this game used..




Barozi said:
About $60.000.000 ? |
Try $15 million in costs to make the game. 1.5 million *$10 = $15 million. Average revenue generated from the Crackdown sales would be around $60 million but Microsoft, retailers and the developer would each get part of the $60 million.
due to the amount of factors that were out of our control as the developer, influences such as GameStop's amazing used-game sales; we know 1.5 million new copies were sold, but it's likely there were 2.5, three million sold when you include used
Not making money on used game sales would be the main reason Microsoft will start selling older games on Xbox Live Marketplace in a few months...
We don't provide the 'easy to program for' console that they [developers] want, because 'easy to program for' means that anybody will be able to take advantage of pretty much what the hardware can do, so the question is what do you do for the rest of the nine and half years? It's a learning process. - SCEI president Kaz Hirai
It's a virus where you buy it and you play it with your friends and they're like, "Oh my God that's so cool, I'm gonna go buy it." So you stop playing it after two months, but they buy it and they stop playing it after two months but they've showed it to someone else who then go out and buy it and so on. Everyone I know bought one and nobody turns it on. - Epic Games president Mike Capps
We have a real culture of thrift. The goal that I had in bringing a lot of the packaged goods folks into Activision about 10 years ago was to take all the fun out of making video games. - Activision CEO Bobby Kotick
Guys not all the POS take goes back to the DEV
For instance in the UK Games are 40 GBP on average. But the shop gets them for around 32 GBP.
Distribution and packaging 5 GBP.
Royalties to medium provider 5 GBP.
So the 22 GBP or half of the games POS take is all that makes it back to the DEV.
A game costing 22 million to make therefore must sell a million to break even.
| Squilliam said: Its an expensive and technically impressive game. If they make a new one using the same environment/engine they should more than make enough profit for the first and second game. Open world games are expensive to make, also not all of those sales were at full price. Im betting many sales were at $20 and $30 respectively. Sales for the game are exactly 1.5M so the latest update means its right on target. |
Only if the 1.5 million copies they were able to sell weren't flying off the shelf due to the Halo3 beta code. The fact that they point out that the game on average passed between two to three people kinda points to the fact that a lot of the people who bought it didn't like it that much. If they release a sequel and it doesn't top a million on its own they might not make money off of that either.
You do not have the right to never be offended.
I bought it used ;_; sorry realtime as well, but I promise Crackdown 2 will be day 1 buy =)
can you imagine how much games like lair and hevenly sword lost???????
ps3 games have even higher production costs!!
I call bull on not making any profit on a game that sold 1.5 million copies
Sad that a game like that needs + 1.5 mill in sales to make money. Or a lie.
Um what??? This game sold more than 500k in the first 4 week for NA number alone (and this certainly at full price), even taking into account a new engine, the revenue generated should be more than enough to see a profit?
How does game like infamous have a respectable sale at 500k (enough to warrant planning for a sequel) yet these fellas could barely break even @ 1.5 million copies sold??
$35*500,000 = $17,500,000. That's the publisher revenue for the first 4 weeks of sale in NA alone, surely this game didn't cost something staggering like $30m+ ?
I don't see how a game which probably generated $30 million plus in total sale to the publisher can 'barely break even' on the developer front, if that was the case, insomniac, suckerpunch and the like would have gone multiplat this gen for sure.
This doesn't make sense :(
