If Ubisoft decided to do Red Steel 2, they could recycle their own engine, tweak it, and make it cheaper.
If Ubisoft decided to do Red Steel 2, they could recycle their own engine, tweak it, and make it cheaper.
The figures are really hard to know - and vary a lot. As someone mentioned, if you want to - you can spend any amount of money (i.e. more than needed), developing any game for any platform. Red Steel is an extreme - Im glad Ubisoft choose to R&D so much (trips to Japan, etc..) but I think a lot of it was overkill. Im sure Rayman cost about half (maybe less) to develop. Gears of War is another "extreme" title - whenever a tech provider creates a game, using that tech - its a LOT cheaper than for another studio. And its not just the cost of licensing - familiarity with the tech, being able to extend it (etc). ... The profits per unit sold are also WAY off. Firstly - there is NO correlation between development costs, and the publishers costs. Marketing is a HUGE part of the budget (usually the most). There are also various other costs that have nothing to do with development. Manufacturing costs I believe are around $6-$10 / unit (no idea of costs / machine). Note that this isn't actually WHAT it costs, just what the manufacturer charges (i.e. Sony, MS). There are also a bunch of other costs - legal, freight, testing services, in-house marketing, packaging/labelling (etc). For a $50US title - retailers usually buy this at around the $28-$33 mark - this varies. They want to make a profit as well ;) Games that start getting expensive also go through a wholesaler or importer - especially for imported (etc), or even 3rd-party titles. So... say it costs about $10US to manufacture/ship a unit. And they sell it to a retailer for $30 - that is a $20 margin. Developers usually operate on "work-for-hire" - that is, they get paid a fixed amount to develop a title for a publisher. For big games, this can be any sort of amount - 1-2mill up to 20-30mill. For companies like Ubisoft (Red Steel) - they OWN the developer. So its a lot cheaper - everyone gets paid a salary, and development budget is much smaller. So 12mill for a launch Wii title is fairly reasonable - includes R&D, and other components. Not sure if they share tech through the company(possibly). For a big title - Gears of War lets say - MS probably paid them a shiteload of cash ($10-$20mill?), and may also be offering them a royalty stream to keep them happy (no idea really). ...just wanted to share.
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great kwaad is back with his brilliant posts again. As usual completely ignoring all the facts thrown at him in the post before like the quote by president of ubisoft praising wii for low development costs, and then the fact that Red Steel 2 started development immediately after the first one.
currently playing: Skyward Sword, Mario Sunshine, Xenoblade Chronicles X
PSN ID: Kwaad
I fly this flag in victory!
PSN ID: Kwaad
I fly this flag in victory!
Unfortunately, I don't think yo understand some of the complexities of creating a high def game engine (which most developers will do).
"The things we touch have no permanence."