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Forums - Sony - GT5 cost is $60 million: Kazunori Yamauchi

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@Seraphic

Don't worry, those will be 150 well spent :P I went through a total of 320 for my 4 PS2's ;)



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numonex said:
4 or 5 years since first announcement of Gran Turismo 5 and finally being released in 2010. Similar story to Killzone 2 which also took 4 years from being announced and finally released 4 years later in 2009.

Gran Turismo 5 development costs $60 million. Staggering costs involved in producing games - no wonder game studios are going out of business. Only the big named franchises survive. The costs for game development are expected to continue rising over time due to inflation.

A new game sells for $60 on average. Assuming $20 to $30 profit is made from the sale of every game unit sold when the costs involved are deducted. 2 to 3 million copies of Gran Turismo 5 would have be sold to break even.


you really have no clue what youre talking about.



letsdance said:
numonex said:
4 or 5 years since first announcement of Gran Turismo 5 and finally being released in 2010. Similar story to Killzone 2 which also took 4 years from being announced and finally released 4 years later in 2009.

Gran Turismo 5 development costs $60 million. Staggering costs involved in producing games - no wonder game studios are going out of business. Only the big named franchises survive. The costs for game development are expected to continue rising over time due to inflation.

A new game sells for $60 on average. Assuming $20 to $30 profit is made from the sale of every game unit sold when the costs involved are deducted. 2 to 3 million copies of Gran Turismo 5 would have be sold to break even.


you really have no clue what youre talking about.

he is a bot, the bot looks info over the internet,  then makes sentences with it.

 



numonex said:
4 or 5 years since first announcement of Gran Turismo 5 and finally being released in 2010. Similar story to Killzone 2 which also took 4 years from being announced and finally released 4 years later in 2009.

Gran Turismo 5 development costs $60 million. Staggering costs involved in producing games - no wonder game studios are going out of business. Only the big named franchises survive. The costs for game development are expected to continue rising over time due to inflation.

A new game sells for $60 on average. Assuming $20 to $30 profit is made from the sale of every game unit sold when the costs involved are deducted. 2 to 3 million copies of Gran Turismo 5 would have be sold to break even.

GT5P, which is a partial version of GT5, already sold 3.7 mil, inclusive of much more profitable DD copies.

So basically... you agree that GT5 will be profitable from the very first sale?



 

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Hus said:
Slimebeast said:

I was thinking $100 mill. I was under the impression that Polyphony had 2-300 members, and also I remember reading that each car took 6 months to model by one man.

That would mean one man can make 10 cars in the 5 years of development. But the game has 1000 cars, so there would be needed 100 team members fully dedicated justfor car modeling if the 'one man 6 months per car' was true.

Maybe you need to stop taking what some one said in an interview as word of god and move on.

Cause who cares how long it takes and how much it cost, no one will ever truely know enough specifics to really compare this to anything. 

And its all just a rough estimate by Yama san to give an anwser to some one asking. 

And maybe you should allow a free discussion and move on. This thread's topic is the budget of GT5.

You yourself are implying that the amount of the budget is up for speculation since Yama san probably only gave just a ruff estimate!



lestatdark said:
libellule said:
lestatdark said:
"What other features will GT5 have?

There will be 400,000 polygons per car, 100 times more than were present on GT4. GT4 had 4,000 polygons per car. You can customize and tune the cars, too."

This part particulary caught my eye. We always had the tuning option for the cars, but now, what does he mean by customize? May it be adding extra body parts that weren't available in other GT games?


same for me EXCEPT I expected a better answer than : "we added more polygons" lol

it is only "funny" how he said "damage" were easy to implement ... we will see


I have confidence that KY will know how to implement a good damage engine, he's a pefectionist ;)

i would say, he DOESN'T

...know how to make a bad engine :D

but the real question is, why would anyone want damage to look good?? shouldn't damage look bad to be good?? :D



“It appeared that there had even been demonstrations to thank Big Brother for raising the chocolate ration to twenty grams a week. And only yesterday, he reflected, it had been announced that the ration was to be reduced to twenty grams a week. Was it possible that they could swallow that, after only twenty-four hours? Yes, they swallowed it.”

- George Orwell, ‘1984’

200k poly per car already looked photorealistic. with double the ammount its better than real life.



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@porcupine_l

You're right, damage is supposed to look bad to be good, but I believe that they can implement some very "bad" damage deformation to the cars :P
I really don't care if they implement damage or not, I've been a fan of the series since GT1 and will always be, I just want them to do a good damage engine to prove to all the nay-sayers how wrong they were to doubt KZ and PD team ;)

Even then I doubt it, since there will always be an isolated voice in the middle of the crowd trying to shout out the "differences" to crave attention, or in this case, to downplay GT ;)



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Procrastinato said:

The 100K/year figure has been a good standard for estimating dev costs, as Slime says. It's probably closer to 110K/year nowadays.

There's much more than salary to consider in that, some of the major ones being:

  • Building/location
  • Equipment
  • Software licensing
  • Taxes (employers have to basically match income tax in the US)
  • Insurance


...which add up to a LOT, per developer, so you don't need to have a 100K/dev *salary* to have a 100K/dev/year average expense to develop a game. Not even close. Gamasutra, in fact, reports an average of about 80K per dev, with their annual salary survey, across all disciplines. I think its very close to estimate +20-30K per dev on top of that, for the costs above.

Slimebeast calculations, however, are way off. They don't take multiple projects, team growth, etc. into consideration. If Slimebeast's "prediction technique" were actually a good one, then "The Conduit", a Wii shooter, would have cost 150 employees (the size of the dev) x 2 years x 100K per employee, or 30 million. It cost around "12 million", according to the developer themselves, reported to GamaSutra, because a large portion of their costs are actually for shared engine development, and other projects.

GT5 cost 60 million, converted from yen spent over the past 5 years, to today's dollars, just as the dev said. Any other costs are accounted to other projects, and thus truly don't count toward GT5's budget. PD may already have GT6 in the works, for all we know, or another game we know nothing about.  The dev stated it in a public interview.  He was undoubtably authorized to do so.  Big companies don't make BS expense claims, for legal reasons, so I don't doubt its accuracy.

Being a sequel, I would wager GT6 will cost less than half that much, if that.

Just a quickie – this is bullshit. Development cost doesn't equal running of the company. Development = work on that particular title, which is mainly salary, than minor for technology and QA. When you start developing new project, you don't have to buy a new building, nor new software (unless you are new to the business). Talking apples and oranges here.



MY HYPE LIST: 1) Gran Turismo 5; 2) Civilization V; 3) Starcraft II; 4) The Last Guardian; 5) Metal Gear Solid: Rising