Matrix Game Payments To Wachowskis Revealed
Thanks to an anonymous reader for pointing to a Gamesindustry.biz report discussing the financial terms of the deal made with the Wachowski Brothers for the Matrix games. It's rare that anyone gets to see the kind of financial terms granted to creators of big licenses like The Matrix. But divorce documents for one of the brothers, made available via The Smoking Gun, have revealed a total of 2.75 million dollars will be paid to them with regard to Atari's Enter The Matrix game (and another 2.75 million going direct to Warner Bros), plus an eventual total of 2.5 million dollars going to the Wachowskis for Ubi Soft's The Matrix Online through 2007. More proof, if needed, that games are seriously big business.
It's more proof, if needed, that many game companies would rather spend millions of dollars on a big-ticket license than spend that money making a truly great game.
Thea Wachowski should have waited until the trilogy was over to get a cut from the Super Extended Happy Fun Time Collectors Edition of Matrix Trilogy DVD.
I can see how this came about though. Some late night research at the local PVC/S&M bars - I mean what film director could resist all that shiny plastic on those tight bodies?
I figured for the licenses to that franchise the payments would be in excess of $10 mil total.
"Well kids, you tried your best, and you failed. The lesson is, never try." -Homer Simpson
before a single line of code gets written. Anyone know how much the game cost total?
3 million is chump change in the games industry, considering many games spend $20 million on development and sell 5 million copies priced at an average of $35...
Repeal the DMCA!
How many games do cost $20 million to develop, and how many sell 5 million copies?
Only the tiniest percentage of games will achieve sales figures like that (eg. GTA, Warcraft, The Sims). A "successful" game will sell more than a few hundred thousand copies. You've got to be damned sure you're going to get the sales to support an investment of $3m. Fortunately - or unfortunately, depending on your point of view - a strong licence such as The Matrix almost guarantees good sales figures, even if the game itself is no better than average.
"The Matrix game was pre-ordered 4 million times, as far as I know"
No, that's way off. The most pre-ordered game is still Legend of Zelda: The Wind Waker at 650,000 preorders. There were a lot of Matrix preorders, but the real number is probably around 300,000 -- nowhere near 4 million.
Considering the game itself just broke 1 million units, this only adds further doubt to your inflated numbers.
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Internet Explorer (n): Another bug -- that is, a feature that can't be turned off -- in Windows.
[ed. note: in the following text, former FreeBSD developer Mike Smith gives his reasons for abandoning FreeBSD]
When I stood for election to the FreeBSD core team nearly two years ago, many of you will recall that it was after a long series of debates during which I maintained that too much organisation, too many rules and too much formality would be a bad thing for the project.
Today, as I read the latest discussions on the future of the FreeBSD project, I see the same problem; a few new faces and many of the old going over the same tired arguments and suggesting variations on the same worthless schemes. Frankly I'm sick of it.
FreeBSD used to be fun. It used to be about doing things the right way. It used to be something that you could sink your teeth into when the mundane chores of programming for a living got you down. It was something cool and exciting; a way to spend your spare time on an endeavour you loved that was at the same time wholesome and worthwhile.
It's not anymore. It's about bylaws and committees and reports and milestones, telling others what to do and doing what you're told. It's about who can rant the longest or shout the loudest or mislead the most people into a bloc in order to legitimise doing what they think is best. Individuals notwithstanding, the project as a whole has lost track of where it's going, and has instead become obsessed with process and mechanics.
So I'm leaving core. I don't want to feel like I should be "doing something" about a project that has lost interest in having something done for it. I don't have the energy to fight what has clearly become a losing battle; I have a life to live and a job to keep, and I won't achieve any of the goals I personally consider worthwhile if I remain obligated to care for the project.
Discussion
I'm sure that I've offended some people already; I'm sure that by the time I'm done here, I'll have offended more. If you feel a need to play to the crowd in your replies rather than make a sincere effort to address the problems I'm discussing here, please do us the courtesy of playing your politics openly.
From a technical perspective, the project faces a set of challenges that significantly outstrips our ability to deliver. Some of the resources that we need to address these challenges are tied up in the fruitless metadiscussions that have raged since we made the mistake of electing officers. Others have left in disgust, or been driven out by the culture of abuse and distraction that has grown up since then. More may well remain available to recruitment, but while the project is busy infighting our chances for successful outreach are sorely diminished.
There's no simple solution to this. For the project to move forward, one or the other of the warring philosophies must win out; either the project returns to its laid-back roots and gets on with the work, or it transforms into a super-organised engineering project and executes a brilliant plan to deliver what, ultimately, we all know we want.
Whatever path is chosen, whatever balance is struck, the choosing and the striking are the important parts. The current indecision and endless conflict are incompatible with any sort of progress.
Trying to dissect the above is far beyond the scope of any parting shot, no matter how distended. All I can really ask of you all is to let go of the minutiae for a moment and take a look at the big picture. What is the ultimate goal here? How can we get there with as little overhead as possible? How would you like to be treated by your fellow travellers?
Shouts
To the Slashdot "BSD is dying" crowd - big deal. Death is part of the cycle; take a look at your soft, pallid bodies and consider that right this very moment, parts of you are dying. See? It's not so bad.
To the bulk of the FreeBSD committerbase and the developer community at large - keep your eyes on the real goals. It'
The graphic engine kind of sucks..., you definitely will find (for example) than Mortal Kombat Deadly Aliance has better 3D graphics on the XBOX.
:).
On the other hand the game is easy to master, the difficulty level is well balanced, the cinematics complement the movie very well and it shows some details about what is going to happen on the third movie. Some missions were a little bit boring (like when you play against the agent Smith) but still the game kept me several hours playing.
Also is very cool to play against the agents on "bullet time"
You should follow your instincts and never trust these crappy game magazines that sometines bash good games and praise crappy games instead.
In short: if you like the movie then buy the game.
Just my two cents.
JV.
Jose Vicente Nunez Zuleta RHCE, SJCD, SJCP
I have never been more dissapointed in a game experience in my life. The game is not HORRIBLE, but it is so mediocre. Neat effects but the controls are SUCKY (only 3 choices? WHY THE F@(K CANT every game atleast have the HALO controls as an option?)
Fight waves of guards, suddenly the game engine takes over and your character does somehing COOL (only you have no control)
And the driving sequences are pathetic, should never have been in the game.
I do love how the game ties in with the movie. It was so cool to see the captains meeting actually mean something in both.
RENT IT!
I think if companies spent more time on making these games amazing, not only would they save time licensing them, but a lot of money too!