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20°

Study: Average dev costs as high as $28m

Develop:

New research suggests development budgets are soaring dangerously fast

The average development budget for a multiplatform next-gen game is $18-$28 million, according to new data.

A study by entertainment analyst group M2 Research also puts development costs for single-platform projects at an averge of $10 million.

The figures themselves may not be too surprising, with high-profile games often breaking the $40 million barrier.

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Noctis Aftermath5217d ago

So they require around 500k copies sold to make a profit? now if it's a good quality game they will make a profit.
The majority of the time the only way they will lose money is if it's a terrible game, hell even terrible games make alot of profit sometimes.

Although i do think that costs need to be capped at some point, with the exception of huge franchises which are guaranteed to sell millions(halo, Gran Theft Auto, Gran Turismo etc).

Fishy Fingers5217d ago (Edited 5217d ago )

I assume your math is something like 500k*60 ($), do you really believe developers make anywhere near $60 per copy? It's far, far less than that. There are a lot of people in the chain, each of which want to make a profit (a slice of that $60). From, retailers, to distributor, transport, marketing etc etc

Elven65217d ago

Old figures when development costs were around the $20 million mark claimed they needed to sell at least 2 million copies for it to be a worthwhile venture. 500k for most titles may have been acceptable years ago but now for most AAA titles if you don't break 2.5 million it wasn't a good year.

Not every developer will have the marketing budget of Microsoft, Sony, Activision, etc behind them so this is a very frightening proposition. For those trying to close there eyes and pretend like this doesn't exist, we've lost so many well known developers in 2009 alone, it really doesn't look good.

I think to combat this companies will eventually stop creating inhouse engines as much and simply rely on licensing. This generation was kind of messed up since Id delayed their engine to a point where customizing the Id Tech 4 engine to bring things up to speed simply wasn't appealing in comparison to UE 3. I'm sure more companies have realized this and are probably creating their own engines to license out or use internally going forward.

JL5217d ago

Don't 100% quote me on this, but...

You're right, developers don't make that full $60. After things like publisher fee and retailer fee, plus Sony or MS royalty fees, the developers tend to make $15-20 off of each game I think it is. Given that, a developer needs to sell about 1.25 million copies of the game total across both platforms for a multiplatform game. So 750,000 on each platform isn't unreasonable by any means. For an exclusive game (the cost drops quite a bit to $10Million), the developer needs to sell somewhere between 500,000 and 750,000 to recoup costs and begin making a profit.

You can't go on those past reports of how many games needed to be sold to make money back because development costs have come down in some areas since then with cheaper development kits and whatnot.

sikbeta5217d ago

Devs don't make $60 per copy, but the Mathz is still simple, calculating for half of the retail price = $30 they need to sell 1m copies to make teh profitz, if you think they make less than that, lets say $15 (I refuse to believe) they need to sell 2m

$60*1000000c= $60000000
$45*1000000c= $45000000
$30*1000000c= $30000000
$25*1250000c= $30000000
$20*1500000c= $30000000
$18*1666667c= $30000006
$15*2000000c= $30000000
$12*2500000c= $30000000
$10*3000000c= $30000000

JL5217d ago

^Your math is so very wrong. Ok let's take it and say they do in fact make $30 from each copy sold (which I don't think either, I'd probably peg it more at $20). But ok, $30. Now talking multi-plat. The average game costs 18-28 million (we're going to go in the middle and say the average is 23 million). Now in order to figure everything out we do some simple division...23,000,000/30= roughly 765,000 copies. That means they'd only have to sell about 383,000 copies on each platform (360 and ps3). So not even 1 million combined needed to make their money back on the game. Then if you look at a console exclusive it only costs an average of 10 million to make. Assuming they make 30 off each copy sold that means...10,000,000/30= roughly 335,000 copies of the game means they make their money back. So that's far from a million they need to sell if they make an exclusive game. Even doubling or even tripling that development cost would still barely mean they have to sell a million. And tripling to mean that they spend 30million to make the game means that's a high budget game and you know they're making a bunch of sales if they're investing that much. Looking at Uncharted 2 as an example (it only cost $20 million to make). So if they made $30 from each copy that means they only had to sell about 667,000 copies before they started making a profit. However if they only get, the more likely, $20 of profit per game sold (considering they have to pay royalty fees, plus publisher fees, plus retailer fee, plus transport and marketing and all that) then they'd have to actually sell 1million copies to break even and then start profiting. And that's for a big budget game like Uncharted 2.

Now going on the $20/game theory let's go back and recap again on the necessary sales. For a multiplat: 23,000,000/20= roughly 1.15million copies sold. Which means that they only have to sell 575,000 on each of the two consoles (not at all an impossible feat). Then for the average exclusive that costs 10million to make (instead of the blockbuster Uncharted's 20million), they only have to sell 500,000 to make their money back and start making profit (that's 10,000,000/20).

So I have no idea where you're getting this "1-2million needed to make profit". In the average case (now that development costs have actually dropped since the beginning of the generation) selling below a million can net you a profit.

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5217d ago
Bigboss195217d ago

Well Konami said they would have to seal one million copies of MGS4 to break even everything after that was pure profit and that was rumored to cost 30-50million i think?

5216d ago
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40°

Mugen Souls Retro Review – Sexy Demon Space Adventure

Gary Green said: We have a juxtaposition of 2D and 3D visuals, flashy turn-based combat, quirky anime characters with cheeky dialogue with plenty of partial nudity; Yes, this is a Compile Heart JRPG. Whilst the engine is borrowed from Hyperdimension Neptunia mk2, Mugen Souls is more of a Disgaea spin-off. It’s not a strategy RPG as such, it merely sits within Disgaea’s ever-expanding universe (Multiverse? Netherverse? Your guess is as good as mine). You won’t find cameos though, since Mugen Souls is a franchise which aims to stand on its own two feet.

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120°

Looking Back At 2008, An Unbelievably Incredible Year Of Video Game Releases

Huzaifa from eXputer: "2008 was home to the likes of Call of Duty: World at War, Dead Space, GTA 4, Far Cry 2, Left 4 Dead, and many other hits, which is outright remarkable."

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Community9h ago
CrimsonWing698h ago

I don’t think anything can compare to 2023

lucasnooker8h ago

1998 - the best year in gaming! Metal gear solid, crash bandicoot 3, medievil, half life, ocarina of time, thief, tenchu, resident evil 2, Spyro, tomb raider 3, oddworld abes exodus, banjo kazooie.

It was a different breed of a gaming era. You’ll never understand what it was like back then. The aura of gaming, it was different!

KyRo7h ago(Edited 7h ago)

I second this. Gaming was a lot more varied and fun than it is today. I'm 35 so getting on compared to some here but I got to see all the changes from NES up to now but I've never felt so disappointed in any generation than I have this current gen. I was expecting more from this generation rather than prettier versions of games that came before it. Game mechanics have become so refined that alot of games feel the same and has done for a while now.

Maybe it's time to have a break for a while. I love gaming but I don't feel I get much fun in the traditional sense out of it anymore.

CrimsonWing697h ago(Edited 7h ago)

Metal Gear Solid, Resident Evil 2, Abe’s Exodus, and Ocarina of Time are the only things from that list that I liked.

Here’s the 2023 game releases that I personally liked… and big releases that I didn’t care for:

- Dead Space Remake
- Wo Long Dynatsy
- Resident Evil 4 Remake
- Diablo 4
- Fire Emblem Engage
- Hogwarts Legcay
- Street Fighter 6
- Hi-Fi Rush
- Like a Dragon: Ishin
- Octopath Traveler 2
- Final Fantasy Pixel Remasters
- Final Fanatsy XVI (actually ended up not liking this, but it was still a big deal release)
- Baldur’s Gate 3
- Armored Core VI: Fires of Rubicon
- Lies of P
- Mortal Kombat 1
- Marvel’s Spider-Man 2
- Starfield (Ended up hating this one, but big release)
- Super Mario Bros. Wonder
- Zelda: Tears of the Kingdom (I’m an old-school Zelda fan, but didn’t really enjoy this game)
- Alan Wake 2

I mean, honestly I’ve never seen a year of major IP releases like that, ever.

Profchaos4h ago(Edited 4h ago)

Isn't it just a generational thing realistically.

I've been gaming since way back and I some of my favourite games go as far back as the late 80s for me each generation has a year or two of game changing releases one after another before an inevitable dry spell.

I kind of agree gaming had a different feel games hit different because we didn't have the internet nothing got spoiled and you really had to put in the effort to beat a puzzle which could set entire groups of people looking for a solution. But most importantly games were experimental and not as cookie cutter as today even basics like controls were not universal today r2 is shoot l2 is ads garunteed you can't deviate from that in a shooter back then it could of been square, R1 or R1 and circle nothing was standard.

But as time moves on a new generation picks up their controller they are going to be interested in different things that PS1 demo disc with the t Rex blew our primitive 16 bit brains back on launch but to kids today it's laughable.
The new gen of kids coming into to hobby seem to value different things to us there seems to be a huge focus on online play, streamers, gaming personalities, and social experiences, convience of digital downloads. To me I value none of that but that's ok like my parents not liking the band's I would listen to its just the natural cycle.

120°

6 Fun Games Where You Actually Play As The Bad Guy

While the mainstream media always sees things turning in favor of the hero, here are 6 games that own being a bad guy.

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Community17h ago
Profchaos13h ago

Pretty much all of these games listed are based around a morality system you don't have to be bad and you don't have to be good.

It seems to have left out some real amazing games like red dead redemption 1/2,ass effect and true crime la/ny

Tacoboto13h ago

Armored Core VI?

Ok, I'm really missing something here. Just beat chapter 3 earlier this evening, unlocked A-rank Arena fights. I'm not seeing or sensing any branching paths or morality system and I've done every side mission and arena fight available to me up to that fight.

Is something big coming soon to branch the story?

banger8812h ago

No mention of Grand Theft Auto? Saints Row (original trilogy), Manhunt? Also The Suffering (depending on the ending you get).

ChasterMies2h ago

Trevor in GTA 6 is a sadist and psychopath who dabbles in cannibalism. Should be top of the list. These game “news” sites should hire people that know games.