Stallion Dan
Member
It is, yeah.By your logic DS1 was an action game too then.
Is just RE4 in space with a mute instead of a block of cheese.
It is, yeah.By your logic DS1 was an action game too then.
I'll always go back to Hellblade for threads like this.
Small team. Minimal advertising budget. And it was profitable.
That should be the model going forward. Instead we'll end up with enormous teams, enormous marketing budgets, and then massive losses and layoffs.
It is, yeah.
Is just RE4 in space with a mute instead of a block of cheese.
60 U.S. dollars * 4 million =
240 million U.S. dollars
it only cost 60 mil
I don't get it .
How did FFXV make a (huge) profit after years of development and that crazy marketing campaigb?
Nothing against Hellblade or Ninja Theory, but the game was always limited in scope. Open world games will never work on that kind of plan nor will the majority of current AAA games. People have to understand that 30 to 50 million is reigning in the budget. 15 to 25 million is pretty much AA at this point.
Even linear games like Uncharted 4, Rise of the TR, or Lost Legacy are more open than Hellblade is. More open game design and less linearity in general/bigger emphasis on player agency is the trend of this gen.Not every game needs to be open world.
MAU engagement bullshit be damned.
Not every game needs to be open world.
MAU engagement bullshit be damned.
Bro yennifer wasnt even in BOTWNo platform tax
Vertical integration with a store
Weak yen
On the other hand switch carts are more expensive
So yea, if miyamoto is focused on just dev costs, 2 million to break even fits with that budget roughly.
Neither are survival horror. They straight up action games with a horror theme.
By your logic DS1 was an action game too then.
It is, yeah.
Is just RE4 in space with a mute instead of a block of cheese.
Lmao stop.
Lmao stop.
Well i Sucked at DS1 on the highest difficulty and always felt like I didnt have enough ammo so it was survivor horror to me atleast.He's not wrong, though. DS1 had a fantastic art direction, but it wasn't a survival horror game. Survival horror in a sci-fi setting is rather games like Alien Isolation.
The shooting back part and the limited ammo is what makes it survival horror instead of just horror, among other elements. Dead Space 1 was definitely that on the harder difficulties. 2 was its Aliens, more action.I mean, he's not wrong. Do people really consider the Dead Space series SURVIVAL horror? They've always been third person shooters in a horror setting to me. Dead Space 2 is my number one favourite horror game. It's my number one because it's a shooter. I don't like survival horror games where I'm always short of ammo. I never felt like that with any of the Dead Space games.
No platform tax
Vertical integration with a store
Weak yen
On the other hand switch carts are more expensive
So yea, if miyamoto is focused on just dev costs, 2 million to break even fits with that budget roughly.
I mean, he's not wrong. Do people really consider the Dead Space series SURVIVAL horror? They've always been third person shooters in a horror setting to me. Dead Space 2 is my number one favourite horror game. It's my number one because it's a shooter. I don't like survival horror games where I'm always short of ammo. I never felt like that with any of the Dead Space games.
The shooting back part and the limited ammo is what makes it ”survival horror" instead of just horror, among other elements. Dead Space 1 was definitely that on the harder difficulties. 2 was its Aliens, more action.
Although to be fair, DS always leaned more toward the less scary side of the survival horror spectrum
Playing any game on the hardest difficulty usually adds the "survival" label before their genre label anyway.Well i Sucked at DS1 on the highest difficulty and always felt like I didn't have enough ammo so it was survivor horror to me atleast.
Bullshit, it was absolutely a proper survival horror game.He's not wrong, though. DS1 had a fantastic art direction, but it wasn't a survival horror game. Survival horror in a sci-fi setting is rather games like Alien Isolation.
Nothing against Hellblade or Ninja Theory, but the game was always limited in scope. Open world games will never work on that kind of plan nor will the majority of current AAA games. People have to understand that 30 to 50 million is reigning in the budget. 15 to 25 million is pretty much AA at this point.
Yeah. Like those games are synonymous with a level of roughness, but it can absolutely be donePiranha Bytes does it regularly with Gothic/Risen/ELEX.
Eh, I wouldn't point to those games as some sort of gold standard. Saying that they are rough is putting it mildlyPiranha Bytes does it regularly with Gothic/Risen/ELEX. Only 29 employees.
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BotW was likely created with a fraction of the budget of many AAA titles and it's going to end up selling 10 million copies and likely stay the highest rated game of the generation.
Eh, I wouldn't point to those games as some sort of gold standard. Saying that they are rough is putting it mildly
Marketing budgets are usually fairly costly.
If you spend 60M to make a game, you better market the hell out of it to justified the development cost.
Are you surprised when comparing the credits of like The Raid to Mad Mad Fury Road? Just the sheer amount of people working on AAA game is going to exponentially increase the budget. Its not merely a comparison of scope or graphics, although those things mean more people and more time and more testing, and that all means more moneyThey're not perfect games but they're definitely ambitious and give a lot of companies a run for their money when it comes to efficient development. I'm about 10 hours into ELEX right now and while it's definitely your typical Piranha Bytes Eurojank, if they can do this sort of thing once every three years on this kind of budget with this kind of staff, I certainly can't imagine what justifies these $80-$100 million dollar titles with hundreds of people working on them. It just seems incredibly bloated.
Here's a recent example.
https://youtu.be/j-OoT-Zfyto
https://youtu.be/Y596nH0A-aM
I don't remember Dead Space 2 having any marketing at all... tbh
You Americans are paying way too much money on things that shouldn't cost that much.
Making games in the US is just too expensive, I prefer Asian way of doing things. You Americans are paying way too much money on things that shouldn't cost that much.
FFXV took fucking 10 years to make and it broke even within the first 24 hours. Nier Automata sold like 2 million copies and it was a big success to them.
Seriously, screw fancy AAA Horizon God of War graphics, they are NOT worth the risk, give me Bloodborne graphics and I will be just fine. People are WAY too spoiled by AAA production that they rather have bad art style than bad graphics.
Sometimes I wish the game industry would crash again just so the publishers and developers would reevaluate what's really important in a game.
What's funny is that the big Sony games are success titles despite being in top echelon in terms of graphics.
There are other things going on and graphics are not one of them.
What makes you think this? Nintendo isnt immune to costs. There is no magic sauce that makes a game cheaper for Nintendo than anyone else. It took something like 5 years and hundreds of staff. Also its Nintendo which is global. A remake of Balloon Fight would cost them millions. The big benefit to Nintendo is that they dont have to pay a license fee on their own games. This way they keep the 30% others lose. Somehow a bullshit narrative about Nintendo games being cheap to make started and it simply isnt true.
Thats like comparing The Witch to It, and asking why did It need $35 million when the Witch was made for $4mSilent Hill 2's budget was around $7 - 10 million. There's something deeply wrong with modern games and marketing if you need $60 million to make a single player survival horror game. You don't need to spend that much to make a good game.
Silent Hill 2 is also a Playstation 2 title, which requires less development costs back in the day. With the HD gen, games became more complex; asset creation costs more for one and it skyrockets your budget. Working with new enigines etc. You can't compare the two.Silent Hill 2's budget was around $7 - 10 million. There's something deeply wrong with modern games and marketing if you need $60 million to make a single player survival horror game. You don't need to spend that much to make a good game.
It's crazy that such a basic game cost $60 million to make. Strikes me as something that would cost half that. It wasn't a very ambitious game in any aspect and the graphics weren't cutting edge for the time either.
How in the fuck did it cost that much to make?
Two years of hundreds of people at San Francisco Bay Area salaries and benefits plus all the outsourcing needed to support it.
Not many AAA studios left in the Bay Area these days you'll notice. Crystal Dynamics outsources half their game development to Montreal as one of the few remaining ones.
I'll preface this by saying I know sweet fa about game development, but........
Say, if DS2 is a 15hr game, that's 4 million dollars per hour of gameplay.
For an industry based around tech, surely you can leverage that tech to make games more efficiently. I just don't get why it costs so much.
If half of the 4 million is tools, rent etc, that still leaves 2 million. That's 20 people on a 100k a year. Surely we can get 20 people to create more than an hours gameplay in one year.
Once again, I know nothing, just thinking out loud.
$60 million. I'm guessing a large portion of that was on marketing? I wonder if there will ever be a way to see a breakdown of costs.
Edit: Come to think of it, doesn't $60 million sound like a lot for a survival horror game?