The Financials of Xbox Live
Via GameSetWatch, a post exploring the cost and payoff from an Xbox Live game. From the article: "Let's say you are a publisher or a developer that is able to fund your own development, so, a $10 game (800 Gamer Points) would net you $6.50, or 120,000 units * $6.50 per unit = $780,000. Again, if you are a starving Indie developer this sounds like an infinite amount of money. But, in the world of publishers, this is not considered a big hit."
Sell your car and raise some money from friends and make a cell phone game. Or a portal game. Or now an XBL game. Make enough money from that to make another two causal games. Next you can do maybe a budget title with a respectable publisher.
Do a good job, you have self-generated the capital to do the blockbuster.
Yeah yeah, money isn't everything in making a great game, but it sure helps a lot when you have an expansive vision that requires artists, writers, programmers, etc.
But only if you're prepared to lose the money AND the friends.
This article refers to a Xbox Live Arcade game. Not a regular game that happens to support Xbox Live.
Comment of the year
To go from:
to:
indicates you have much to learn about the games industry, and in particular, how publishers treat developers that are not already cash rich.
Actually, 50Mb is plenty because of ProFX (http://www.profxengine.com).
:)
Check out RoboBlitz (http://www.roboblitz.com).
It's the first Unreal Engine 3 game coming for Xbox Live Arcade.
Procedural textures are your friend.