charlequin said:Well, costs certainly haven't hit a ceiling in the sense that it's not possible to spend more -- obviously someone can.
They also haven't hit a ceiling in the sense that some publishers in the industry (i.e. platform-holders who can almost indefinitely subsidize titles for their own system, or mega-publishers like EA and Activision) can't choose to spend $70 million on a game, if they want, and probably even sometimes still profit on the result.
At the moment, if hardware companies don't put a brake on it and publishers keep trying to raise budgets to distinguish themselves from each other, eventually you'll hit the point where basically no one is profitable anymore (we're already pretty close) and the industry will see a major crash.
Gorgon said:And thats precisely whats going to happen: games of same size as today, but far more detailed in every aspect.
What game could possibly sell enough copies to make up for that? Keep in mind the best selling games of all time are Wii Sports and Super Mario Bros, and they were pack-ins in most countries.Cow Mengde said:I hope not. We can always have more games with bigger budget. Bring on the 100 million blockbusters. I hope next gen, we can see 200 million for game budget to rival Hollywood.
FoxSpirit said:Yeah, I was just mulling over this: current gen has really high production costs for AAA titles. Will next gen be even worse?
And I think it won't.
You already work with rendered characters exported directly to the game engines, only next gen you will have less work because of the advance of rendering power and techniques. And at least from MS, you will go from DX9 interfacing to DX11 which reportedly is much, much better to work with for programmers since it simplifies a lot of tasks that currently require a large amount of code (and therefore processing power, time and dev-money).
You already work with fullres texturing that simply gets compressed to fit console memory... and spend valuable time to do so.
Even on next gen, gameplay areas won't become larger than GTAIV... or at least, nobody will feel ripped off if they don't.
So I think that we kinda have hit the "bottom" for devs now. Next gen won't bring the costs up any higher than they already are, and the devs who survive through the current difficult period will be well prepared for the furture.
Thoughts, comments, everything welcome![]()
ShockingAlberto said:Well, next-gen is assuredly taking a Wii-like route all around, so I doubt production costs will increase that much.
Angelus Errare said:That's what they said about last gen.
DigitalDevil said:as much as I love my wii, this possibility scares the shit out of me.
Flying_Phoenix said:Yeah, but at least developers pushed and used cutting edge technology to show off their creative visions.
olimpia84 said:The Wii is setting the standards for the future of gaming, so don't worry about overly high production costs..........
They will if someone does it and then goes around advertising their "gigantic truly next-gen world."
Well San Andreas is actually larger than GTA4 is.
someguyinahat said:Even though it's not next-gen, Daggerfall was probably even bigger than that,
CultureClearance said:In the future when computers and consoles get too fast for their own good (which is already happening on the pc side), a lot of money spent on optimizing the CRAP out of everything will go down.
The heavy load in gaming to this very day is on the programmers. We artists and designers at around alpha and definitely beta stop working on production and give the programmers at least 6 months to optimize and fix the game. That's why you see a lot of DLC by the way. Because the artists are twiddling their thumbs, you might as well make them do something with their time.
Now imagine if the programmers DIDN'T have too worry so much about framerate. That would cut 3 months or more off of our time making our games. That's money in the bank.
Look at Bluray. With a bluray player (that wasn't as slow as the ps3's,) we wouldn't have to worry so darn much about disc space. Again, that's time not wasted on such things. That's money in the bank.
WinFonda said:/snip
Some companies may go out of business, some may prosper. But the talent doesn't just die off. They find work elsewhere, they adapt. In this context, Tim Schaefer's comments about fans caring too much about whether games succeed or fail is spot on.
http://www.1up.com/do/newsStory?cId=3173603FoxSpirit said:Do you have a link for me? Thanks.
Actually, GTA4 cost $100 million, which does make it the most expensive game this generation, and there are a few other games that have cost more than $50 million this gen.Gorgon said:In fact the most expensive game this gen was GTA 4 and it probably cost around 50million USD.
cuyahoga said:Actually, GTA4 cost $100 million, which does make it the most expensive game this generation, and there are a few other games that have cost more than $50 million this gen.
WinFonda said:The real enemy is waste and poor management on a corporate wide level - not big budgets.
I imagine games with $100k-1m budgets typically don't retail for a full $60 or even $50. You're looking at DS/PSP/Digital pricing with those kind of budgets.charlequin said:The math is pretty straightforward: a game with a $100,000 budget needs to sell 5,000 copies (at a publisher take of $20 per copy) to break even; a game with a $1,000,000 budget needs to sell 50,000; a game with a $10m budget needs to sell half a million; a game with a $100m budget needs to sell 5m copies just to break even at that level of publisher take.
WinFonda said:I imagine games with $100k-1m budgets typically don't retail for a full $60 or even $50. You're looking at DS/PSP/Digital pricing with those kind of budgets.
Anyway, if a multiplatform game with $100m budget doesn't break 5 million copies thanks to its ginormous ad campaign alone, I'd shit bricks.
Here's why I think the big budget boogeyman arguments are silly: There have been games that have failed to profit across all platforms for as long as any of us have been gaming, and the industry has kept on trucking and kept on making money.
It's the same way with the movie industry.
Even if the next Xbox is like a 1.5 Xbox 360, the costs will still rise up (though the rising curve would be more moderate than the curve of a normal console tech cycle).olimpia84 said:The Wii is setting the standards for the future of gaming, so don't worry about overly high production costs..........
Publishers only take $20 / copy? How do you figure that? The retailer only makes $5-10 on new games, which is the whole reason they're so deep into pushing the used game market. The console licensor takes about $10. So it seems to me like the publisher's take on the retail price is more like $40...charlequin said:And the real dollar costs of those budgets are, what, just magically going to come out in the wash?
The math is pretty straightforward: a game with a $100,000 budget needs to sell 5,000 copies (at a publisher take of $20 per copy) to break even; a game with a $1,000,000 budget needs to sell 50,000; a game with a $10m budget needs to sell half a million; a game with a $100m budget needs to sell 5m copies just to break even at that level of publisher take.
beat said:Publishers only take $20 / copy? How do you figure that?