FTH said:
All game developers don't bet on the farm though.
Any shooter -- literally any -- released for consoles today is going to be aiming at a similar or higher sales target to Bulletstorm. Any open world game or big expansive Western RPG is going to be looking at a similar or higher target.
Confidence Man said:
I don't care what shiny hyper-bro UE3 wrapper you serve it in, that concept just isn't enough to support a $60 game.
Yeah, this is why we should be moving
down to a $40 or even $30 standard price instead of upwards.
Rhazer Fusion said:
Why are games still costing so much to develop when it is 5 and 6 years later? Aren't development costs supposed to go down some, especially once you get more familiar with the hardware?
Development costs have risen in huge leaps at each generational transition, and then continued to trickle upward over the course of each generation, for the entire history of the medium. Things like hardware familiarity, superior toolsets, engine reuse, etc. do save money (and those savings get larger over a generation) but that saved money just gets plowed right back into other expenditures instead of being used to bring down budgets overall.
x3sphere said:
Hard to believe Bulletstorm had a budget of $10 million+
$10m is a low budget for a high-profile game this generation. The vast majority of console shooters cost well more than this to make now. Gears
1 was widely reported as being near-miraculous for keeping its budget down to $10m, and that was in significant part only possible because Epic could write off the engine development costs.
sponk said:
If a developer seriously makes a demo that does not give the best possible impression about what awaits the gamer if he buys the full version, he is either dumb or ... no, there is no other explanation, he must be dumb.
Designing a good demo is hard. Most single-player games rely somewhat on easing you into their mechanics and complexity so that by the time you're engaged with the full complement it feels natural, but demos have to show off the way everything works in a short window.
I mean, I'm not saying people shouldn't make better demos, but it IS tricky! Probably the solution, based on demos that people have really liked (Bioshock, Darksiders) is to just make sure the first two hours of your game do a
really good job making people want to keep playing, and then lop those off and use them as the demo.