Can't they just release PC game with that kind of graphics and later port it on next-gen consoles when they arrive.
[QUOTE=Pappi_man;36040098]Can't they just release PC game with that kind of graphics and later port it on next-gen consoles when they arrive.[/QUOTE]
Sure, but only 3 million people would buy them instead of 7 million! Can't you think of poor old Epic for once?
and what if they need over 3 million copies sold to make a profit? Games today, especially triple A titles have high production costs.
[QUOTE=Lamar;36041342]and what if they need over 3 million copies sold to make a profit? Games today, especially triple A titles have high production costs.[/QUOTE]
Not that high.
[editline]21st May 2012[/editline]
Sorry, but to back that up. If 3 million buys a game for 60 bucks, that's 180 million. If that's not enough, I don't know what is.
Besides, PC is full of too many dirty pirates ruining their games! Just look at Bulletstorm!! That was a flawless game with an expertly done port and all these dirty poor PC gamers just pirated it!
[QUOTE=T3hGamerDK;36041446]Not that high.
[editline]21st May 2012[/editline]
Sorry, but to back that up. If 3 million buys a game for 60 bucks, that's 180 million. If that's not enough, I don't know what is.[/QUOTE]
Not sure what the average is but I recall Red Dead Redemption production cost being over 100M
They should push pc's instead of consoles, port pc games to consoles, I don't want to play crappy ports from consoles, meanwhile Valve and Blizzard make money on pc while other companies 'struggle' which is funny.
[QUOTE=Appolox;36041745]They should push pc's instead of consoles, port pc games to consoles, I don't want to play crappy ports from consoles, meanwhile Valve and Blizzard make money on pc while other companies 'struggle' which is funny.[/QUOTE]
The only other companies that 'struggle' are devs that are primarily on console. The budget required to make a high quality PC game is far less than the budget required to make a high quality console game, so most PC devs (like GSC Gameworld or CD Projekt or Dejobaan) are doing fine with comparatively small sales in the hundreds of thousands or even the low millions. Devs like Epic or Ubisoft avoid PC like the plague and at best make crappy ports because their 'projected sales' won't be high enough, unaware that this is ironically because of the crappy ports.
[QUOTE=Lamar;36041342]and what if they need over 3 million copies sold to make a profit? Games today, especially triple A titles have high production costs.[/QUOTE]
I've been wondering, why the hell are production costs so high? For SWTOR, they had 300 million dollars to use for it(can't remember if it was that much), why the hell would they use that much? What would it go to? What actually requires that much money?
[QUOTE=T3hGamerDK;36041446]Not that high.
[editline]21st May 2012[/editline]
Sorry, but to back that up. If 3 million buys a game for 60 bucks, that's 180 million. If that's not enough, I don't know what is.[/QUOTE]
180million is about enough I'd say. As someone else said, some titles break 9 digits and sometimes that doesn't include advertising.
Just keep in mind that not all of that $60 price tag is going back to the developer. A $60 MSRP game is usually sold to retailers at about $35-40 a pop, and then the publisher (if there is one) takes a cut, pays the developer, pays off the advertising costs, and whatever else was expended for the production of the game.
So in reality, for a $100 million game to be profitable, you need to sell a bit more than 3 million units.
How about lowering the cost of production by not hiring retardedly expensive voice actors.
Because thats usually what it comes down to.
[QUOTE=zombojoe;36044231]How about lowering the cost of production by not hiring retardedly expensive voice actors.
Because thats usually what it comes down to.[/QUOTE]
Yeah that will trim the development costs down alot I agree, especially when you consider all the developers and their workstations and energy usage, artists, testers, marketing teams and campaigns, price of producing physical copies and I don't even think I've covered half of the cash outflows.
Also, you do know those "retardedly expensive" voice actors are expensive because they are actually decent, don't you?
[QUOTE=Qwerty Bastard;36041860]The only other companies that 'struggle' are devs that are primarily on console. The budget required to make a high quality PC game is far less than the budget required to make a high quality console game, so most PC devs (like GSC Gameworld or CD Projekt or Dejobaan) are doing fine with comparatively small sales in the hundreds of thousands or even the low millions. Devs like Epic or Ubisoft avoid PC like the plague and at best make crappy ports because their 'projected sales' won't be high enough, unaware that this is ironically because of the crappy ports.[/QUOTE]
Not really. If you notice, a lot of high end PC games tend to come from former CIS countries, which should be a fairly big indicator of the average wages. And how that might impact the developement costs.
Also there's a massive difference between running your own company and making your own game as opposed to being am ere employee.
And lastly the majority of indie or pc only games tend to have a very very low marketing budget. Which allows them to skate of massive costs.
Just imagine for instance - you have 30 people working on the game. Another 30 in distribution. Each one takes yearly 20k USD less than a western dev. That's yearly 1200k USD less just on wages of the core team. And the teams and people around it are probably a lot bigger.
I don't think of Epic as highly as I used too because ever since GoW and UT3 CliffyB has turned into a stupid, whiny asshole who bitches left right and center about the PC and piracy. He's insufferable.
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