Ail said:
Not sure where you got that number but you have to know it is bollocks.
Games like Armored Core 4, Disgaea 3, any Dynasty Warrior this gen for example, didn't cost 18 million$ to develop.........
Heck Yakuza 3 sold less than 400k in Japan and Sega claimed they broke even....
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You're certainly correct about Disgaea, at least (I can't speak for the others), but regarding Yakuza 3:
1) Sega's claim was based on shipped numbers, and
2) I recall that this site had its figures at just under 500k at the time, not 400k. That is less than the 800k figure that Naznatips provided, though.
disolitude said:
First of all just like Epic didn't factor the development of unreal 3 engine in the gears tally, Monolith doesn't have to do so as well. They used the exact same engine for FEAR 1, FEAR 2, Condemend 1 and 2... as well as licenced it out to other devs. They also stated they re-used some of the same textures for all 4 games.
Secodly, you seem to be stating that most of the videogame industry is completely oblivious to how to use resources which they are given when making a game. Game dev costs like 30 mil for halo 3 and 60 mil for COD:mw2 come out and suddenly every game is a 20 mil dollar game. For ever development team that consists of enough people to fill a soccer stadium and is working on a big franchise...there are 10 smaller, 40 - 80 people dev teams which know what return on investment they will get for the game they are developing.
Its true that there are bombs on the HD side...Games like Alone in the Dark, LAir, Too Human... But you can't lump games based on sales and say "a game sold 600K hence its a fflop." Like Hawk was made in Korea by some no name dev team, and then published by Ubisoft with very little to no advertising. 800K should be enough for everyone involved to see a profit.
Also do you honestly think a game like Bayonetta will not make money for Sega and platnum games unless it sells over a million? Those guys have been in the industry for god knows how long...and I guarantee you, the first thing they learned is how to get paid, Trust me, when you've a veteran in the industry like that, you know the shortcuts to game development which will get you most ROI,
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Gears 2 had other savings expenses as well: I recall that they outsourced an unprecedented amount of labor to China, for instance (Gamasutra members were miffed about that), which brings down the game's cost by a lot.
The simple fact is that Gears 2 is pretty anamalous (sic) as far as these things go: when even a Tim Schaefer game had a budget northwards of about $17 million (before they asked EA for even more, about $6 million I think) it's indicative that HD does not come cheaply.
As to Bayonetta, you may wish to select another example. If ever there was a studio that COULDN'T make money...
Your overall point is well taken though: the picture is more nuanced than it's presented here. I think you're lowballing it, and I do think you should select better examples.