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Average Budget For Major, Multi-Platform Games Is $18-28 Million

An anonymous reader passes along this excerpt from Develop: "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 average of $10 million. The figures themselves may not be too surprising, with high-profile games often breaking the $40 million barrier. Polyphony's Gran Turismo 5 budget is said to be hovering around the $60 million mark, while Modern Warfare 2's budget was said to be as high as $50 million."

157 comments

  1. Shouldn't be surprising by slim · · Score: 5, Interesting

    I don't see why this is surprising. A game has as much visual design per frame as a Hollywood CGI movie, yet is typically much longer. Add to that the interactivity. The hours of dialogue. The playtesting.

    It's surprising that games are cheaper to make than movies.

    1. Re:Shouldn't be surprising by slim · · Score: 1

      Correlation is not causation.

      I'd have thought the logic from the publishers would be, if we're going to spend $20M on a game, we'd better make it multi-platform in order to sell more copies.

    2. Re:Shouldn't be surprising by Pinky's+Brain · · Score: 5, Insightful

      I wouldn't be surprised if half the budget on MW2 was marketing, if not more.

    3. Re:Shouldn't be surprising by IrquiM · · Score: 1

      But you don't have to pay for Matt Damon!

      --
      This is blinging
    4. Re:Shouldn't be surprising by skreeech · · Score: 1

      Anecdotally I have read that marketing budgets are never included in these development costs thrown around.

      --
      [20:36] wwwdot/.dotorg
    5. Re:Shouldn't be surprising by Xest · · Score: 1

      No, but Call of Duty 5 (World at War) did use Kiefer Sutherland as a voice actor.

      MW2 did use professional actors also, although I can't remember who.

      Perhaps if games didn't spend money on Hollywood types like this they could cut costs a fair whack- most people wouldn't even know it's Kiefer Sutherland in CoD5, so why not just use someone else who can speak and would be MUCH cheaper.

      I wouldn't be suprised if between all the actors paid in MW2 to do voices there was a few million spent.

    6. Re:Shouldn't be surprising by slim · · Score: 1

      The stupidest thing I did was attach the reply to the wrong message.

      The correlation is between games being multi-platform, and being around double the cost. The post I *meant* to reply to, expressed surprise that multi-platform development should be expensive.

      Nitpicking about the exact phrase is not particularly welcome, thanks. We could argue about the subtle nuances of the word "imply". For certain uses you could argue that correlation does "imply" causation in the colloquial use of the term rather than the mathematical use.

    7. Re:Shouldn't be surprising by slim · · Score: 1

      What a lot of dipshits here like to try to point out is that just because a relationship is visible between two measurements, it does not mean that one is necessarily responsible for the other. Of course, even idiots are aware of this,

      A surprising number of people (not even idiots) often fail to realise this. Examples abound.

      (Yeah, I should probably just leave it)

    8. Re:Shouldn't be surprising by Turzyx · · Score: 1

      Three figure quantities of staff on average salary takes up a large percentage of that. Then you have equipment, motion capture, voice capture, software licenses, general overheads. It makes me wonder how any new companys get into the business... well... I guess they don't really unless they are holding hands with a large publisher.

    9. Re:Shouldn't be surprising by physburn · · Score: 1
      Half of why movies are so expensive is actors and scriptwriters unions and the hollywood monopoly, so far games have much more indepence. But i am suprised at the the cost of these Major games, i'm old enough to rembember when one teenager could write a game on his home computer with a budget of zero. But yes a modern computer game needs a room full of visual design artists and a enough room full of programmers, and lets not forget game play design and testing.

      ---

      3D Shooter Games Feed @ Feed Distiller

    10. Re:Shouldn't be surprising by slim · · Score: 3, Informative

      New companies make smaller games. Bear in mind these figures are for "major" games.

      World of Goo was made by two self-employed men in under a year.

    11. Re:Shouldn't be surprising by Anonymous Coward · · Score: 0

      That was the case when I used to work for a large multi-platform games development house.

      Add anything from $2-50+ million for marketing.

    12. Re:Shouldn't be surprising by Bodrius · · Score: 1

      Perhaps if games didn't spend money on Hollywood types like this they could cut costs a fair whack- most people wouldn't even know it's Kiefer Sutherland in CoD5, so why not just use someone else who can speak and would be MUCH cheaper.

      Perhaps because there can be a thin line between "not spending on those hollywood types for voice-acting" and "hire uncle joe to do it".

      We had a few generations of cd-rom games to prove the latter doesn't work that well, even when the games embraced the B-movie-feel of cheap acting for their own atmosphere (Texas Murphy, anyone?). Professional voice acting is one of the things that have improved on gaming regardless hardware upgrades - and it does make a difference (if the game needs voice at all, of course).

      Now, most games certainly don't need to hire James Earl Jones for NPC dialogue, but I imagine the thinking goes something like animated movies in the US: a single case of atrocious voice-acting kills the story, so if you need to hire pros you might as well not take risks and use known actor names to get more sales.

      --
      Freedom is the freedom to say 2+2=4, everything else follows...
    13. Re:Shouldn't be surprising by Pojut · · Score: 2, Insightful

      Half of why movies are so expensive is actors and scriptwriters unions and the hollywood monopoly

      Feh. Seriously? Was that necessary to bring in to this conversation? You REALLY think unions are the reason why actors get paid so much?

      By the way, there are a TON of movies made on a shoestring budget that rival anything out of Hollywood. I Like Killing Flies is a move that is a perfect example of that. Directed, Produced, Edited, AND Filmed all by one guy.

      District 9 is another great example, although on a much larger scale. Do you know how much District 9's budget was? Go ahead, take a guess. $30 Million. Compare the visuals to that of any big-budget CGI laden film.

      'm old enough to rembember when one teenager could write a game on his home computer with a budget of zero

      Check out Kongregate, Newgrounds, etc. There are also a TON of games on XBLA/PSN, as well as very popular games made by folks using the XNA (I Made a Game with Zombies in it) and pretty much no cash.

    14. Re:Shouldn't be surprising by slim · · Score: 1

      Professional voice acting is one of the things that have improved on gaming regardless hardware upgrades - and it does make a difference (if the game needs voice at all, of course).

      Absolutely. I've just finished Bayonetta -- hardly a budget effort. They've clearly used professional voice actors, but even so it would have improved matters greatly if the acting had a bit more spark. Long speeches performed slowly and only just well enough -- well, it's a blot on an otherwise superb product.

    15. Re:Shouldn't be surprising by jgtg32a · · Score: 1

      Here's some weak conservative bullshit for you

      http://en.wikipedia.org/wiki/Screen_Actors_Guild#Beyond_the_major_studios

      "SAG members may not work on non-union productions"

    16. Re:Shouldn't be surprising by KDR_11k · · Score: 1

      The figures I've seen was that the marketing budget was another 250 million dollars.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    17. Re:Shouldn't be surprising by Hatta · · Score: 1

      And notice how the gameplay didn't suffer a bit for it.

      --
      Give me Classic Slashdot or give me death!
    18. Re:Shouldn't be surprising by Xest · · Score: 1

      I don't disagree bad voice acting can ruin a game, I had the misfortune of buying Rogue Warrior recently to see that first hand.

      I'm just suprised you'd need to pay for acting talent when all you want is voice- I'd have thought you could get voice actors cheaper than you could get physical and voice actors. Similarly, although I agree you wouldn't want to just use any old joe for it, I'd have thought there are plenty of low end voice actors that are perfectly good enough for a game well below hollywood rates.

      I agree using big names would get more sales, but I didn't even know Kiefer Sutherland was in CoD5 until the end credits, so it's not as if they really even capitalised on that.

    19. Re:Shouldn't be surprising by Anonymous Coward · · Score: 2, Informative

      ...many film schools have SAG Student Film Agreements with the Guild to allow SAG actors to work in their projects. SAGIndie was formed in 1997 to promote independent filmmaking using SAG actors; SAG also has Low Budget Contracts that are meant to encourage the use of SAG members on films produced outside of the major studios and to prevent film productions from leaving the country

      Stop quote mining.

    20. Re:Shouldn't be surprising by Anonymous Coward · · Score: 0

      Of course, even idiots are aware of this...

      Correlation does not imply causation (you rude fuck).

    21. Re:Shouldn't be surprising by slim · · Score: 4, Insightful

      World of Goo is a great game, but I don't think it follows that the money spent on big budget games is wasted.

      To make the comparison with movies: lots of people like the low budget Clerks. But millions more like the expensive Lord of the Rings. Part of what they like is all that expensive looking grandeur. You couldn't make Lord of the Rings on Clerks' budget.

      You couldn't make GTA IV on World of Goo's budget. I think there's room in this world for both games.

    22. Re:Shouldn't be surprising by Icarium · · Score: 1

      It's surprising that games are cheaper to make than movies.

      Not really. You don't have actors demanding to be kept in 5 star opulence for the duration of the shoot. You don't need to move film crews and casts from location to location. You don't actually go around blowing up tanks, or crashing $100k sportscars. Granted, I see no same reason why you would want to do any of those if you could get the same result by using CGI (which to be bluntly honest isn't always up to the task - especially when it comes to explosions) but until all CGI is photorealistic there will always be a case for the more expensive option.

    23. Re:Shouldn't be surprising by jgtg32a · · Score: 1

      I wasn't quote mining you just don't understand what your reading, Physburn said that the unions drive up costs. You said Bull. I said Union rules say they have to do union work.
       
      Try reading your quote again. It say they charge $x amount for the major studios because they can afford it. For small studios they charge a lot less because they can't afford it and if that small studio decides to leave the country the SAG gets nothing.
       
      Its a business decision

    24. Re:Shouldn't be surprising by slim · · Score: 2, Interesting

      It turns out that many movies are actually cheaper than these big games.

      http://www.the-numbers.com/movies/records/allbudgets.php

      $20M was the budget for Into The Wild - no blowing up tanks there, but lots of location shooting.

      28 Days Later: $15M
      Bubba Ho-Tep: $1M
      El Mariachi: $7000

    25. Re:Shouldn't be surprising by IndustrialComplex · · Score: 2, Insightful

      I'm just suprised you'd need to pay for acting talent when all you want is voice- I'd have thought you could get voice actors cheaper than you could get physical and voice actors. Similarly, although I agree you wouldn't want to just use any old joe for it, I'd have thought there are plenty of low end voice actors that are perfectly good enough for a game well below hollywood rates.

      But all you want isn't just a voice, what you want is someone who can take someone else's movements and do a voice so well that even without a human body, you can still pick up on things like, emotions, fears, desires, interest, etc. A good voice actor is what takes your character beyond: "Wow, that villian sounds like a villain" and brings you to "I really despise that villain".

        And to put the proper emotion into a character's dialog, you have to understand how that character behaves and acts. Thus selecting a standard actor isn't such a bad idea given how much they do know about the total package of human behavior.

      The voice actor is the bridge over the uncanny valley.

      --
      Out of modpoints but really liked a post? 1BDkF6TtmmeZ3yqXbz9yhdYVqRYnwFoXDj
    26. Re:Shouldn't be surprising by slim · · Score: 2, Informative

      But all you want isn't just a voice, what you want is someone who can take someone else's movements and do a voice so well that even without a human body, you can still pick up on things like, emotions, fears, desires, interest, etc.

      Just a nitpick: typically the voices are recorded first, and the animator matches the actions to the voice.

      In movies, they're increasingly doing mo-cap and voice recording at the same time (e.g. Andy Serkis acting Gollum or Kong). Game cut scenes would be improved by using decent actors and adopting this technique.

    27. Re:Shouldn't be surprising by Dalambertian · · Score: 1

      Most movie actors are probably used to lip syncing anyway, since they have to re-record the dialogue for a lot of scenes.

    28. Re:Shouldn't be surprising by MarkScott65 · · Score: 1

      This is why PopCap & others are doing so well. They are focusing on cheaper, yet addictive casual arcade-style games that are easy to crank out. When you lower a game to $9.99, your potential market goes up by at least ten-fold. Ports to mobile platforms also become much easier.

    29. Re:Shouldn't be surprising by Anonymous Coward · · Score: 0

      Yeah, but district 9 sucked.

    30. Re:Shouldn't be surprising by PopeRatzo · · Score: 1

      You said Bull

      No, I said Bull.

      And Physburn said "Half of why movies are so expensive is...".

      I want someone to prove that unions are responsible for "half of why movies are so expensive".

      What he was saying is unsupportable by any data and the quote you mined doesn't support it either.

      I've made a new year's resolution that whenever I see uninformed anti-labor FUD here on Slashdot, I'm going to challenge it. It's baloney when the GOP leadership in congress does it, it's baloney when right-wing corporatist media and blogs do it, and it's baloney when it's parroted by dittoheads here.

      --
      You are welcome on my lawn.
    31. Re:Shouldn't be surprising by 7Prime · · Score: 1

      In movies, they're increasingly doing mo-cap and voice recording at the same time (e.g. Andy Serkis acting Gollum or Kong). Game cut scenes would be improved by using decent actors and adopting this technique.

      Yes, but sometimes that doesn't turn out very well. I've heard many reports of the Japanese version of Final Fantasy X being pretty aweful, because they used the same people who did motion capture to do the voices. Sometimes it really requires the time and patience of a straightforward recording studio setup to really work out the little things.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    32. Re:Shouldn't be surprising by Wyatt+Earp · · Score: 1

      Labor Unions only add about 14% to the cost of public works in Mass for example, so its not going to be half of a movie or video game.

      Just 14% or so.

      http://www.boston.com/news/globe/editorial_opinion/oped/articles/2005/05/20/the_unfair_price_of_union_labor/

    33. Re:Shouldn't be surprising by Wyatt+Earp · · Score: 1

      District 9 is another great example, although on a much larger scale. Do you know how much District 9's budget was? Go ahead, take a guess. $30 Million. [latimes.com] Compare the visuals to that of any big-budget CGI laden film.

      Compared to the graphics of Avatar, yea, I can see how D9 was 1/10 the price.

    34. Re:Shouldn't be surprising by Wyatt+Earp · · Score: 1

      Thats apples to oranges.

      Compare Blackhawk Down to Modern Warfare I, compare the Pacific to World at War.

      Blackhawk Down - 95,000,000 in 2000/2001 dollars
      The Pacific - 200,000,000 in 2008-current dollars

      http://www.thrfeed.com/2009/06/trailer-hbos-the-pacific.html

      As for Into the Wild, the location shots didn't even happen at the real locations from the true story, and it doesn't cost that much to come rough it up here in Alaska, fly crap into Anchorage or Fairbanks and drive to the location with some generators. How much of that budget went to the director, the writers and the principal actors?

    35. Re:Shouldn't be surprising by Pojut · · Score: 1

      No offense to your (extremely impressive) low user ID, but the fact that you refer to visuals as "graphics" in a movie pretty much negates anything you have to say on the subject.

    36. Re:Shouldn't be surprising by Pojut · · Score: 1

      Thought I should come back and clarify:

      I don't mean this as an insult...it's just that people calling visuals in movies "graphics" irks me the same way as people who say PIN Number, or ATM Machine...it just isn't right.

    37. Re:Shouldn't be surprising by Wyatt+Earp · · Score: 2, Insightful

      Graphics...

      1 the products of the graphic arts, esp. commercial design or illustration.
      2 the use of diagrams in calculation and design.
      3 (also computer graphics) [treated as pl. ] visual images produced by computer processing.

      Visuals...
      a picture, piece of film, or display used to illustrate or accompany something.

      They are produced by computer processing, so I stick by my word.

    38. Re:Shouldn't be surprising by Pojut · · Score: 1

      No! I forbid it!

      Ground is outside, floor is inside...ATM machine means Automated Teller Machine Machine...and effects in movies are "effects", not "graphics"!

      Rawr!

    39. Re:Shouldn't be surprising by Wyatt+Earp · · Score: 1

      I thought they were visuals?

      I stopped calling them ATMs long ago, I just use "cash machine" now.

      I'll try and revert back to special effects, but I like graphics because, well they are computer graphics.

    40. Re:Shouldn't be surprising by Pojut · · Score: 1

      AUGH! ::asplodes from his own contradiction::

      Honestly, I don't care, lol.

      You have to admit though...District 9, on its own, definitely looks like it cost far more than $30 million to make.

    41. Re:Shouldn't be surprising by Wyatt+Earp · · Score: 1

      Yes it did, looked more like movie of twice the budget. The aliens in it looked more realistic than those of Avatar, thats for sure.

    42. Re:Shouldn't be surprising by Pojut · · Score: 1

      It took verifying it from four different sources before I believed that number...I was figuring it was at least in the 90/100 million range. Insanity.

      The Blu-Ray transfer is also one of the best I've ever seen.

    43. Re:Shouldn't be surprising by deathtopaulw · · Score: 1
    44. Re:Shouldn't be surprising by dagamer34 · · Score: 1

      Because no one person is being paid millions of dollars. Plus, movies have multiple stops to make money where as games do not. Just looking at box office sales doesn't tell the whole picture.

    45. Re:Shouldn't be surprising by PopeRatzo · · Score: 1

      Just 14% or so.

      And when we say "unions make stuff cost more" that means all but a tiny percentage of the "cost more" part goes directly into the pockets of the people who make the stuff we enjoy.

      If you can buy a video game for 60 bucks and some hollywood actor gets $2 million to voice a role, but complain about the few dollars extra that goes into the pockets of the people who, like you (or us) actually work for a living, then priorities need to be changed.

      (Note, by "you" I don't mean "you" Wyatt, I mean "you" the knucklehead who doesn't realize that organized labor is the only thing that has thus far prevented the United States from becoming a feudal society. If unions continue to be destroyed, I'm not betting against our becoming a feudal society in my lifetime.

      I mean, just a few days ago we saw the data on the drop in job satisfaction among IT workers. You think management cares if you can afford to pay for your kids' braces or your mother's elder-care? All management wants is for you to continue to run up your credit card buying their products.

      God, I get worked up when I see someone here on Slashdot try to talk shit about unions without knowing a bit of the history of US labor and how much we all owe to labor unions.

      --
      You are welcome on my lawn.
    46. Re:Shouldn't be surprising by Wyatt+Earp · · Score: 1

      No, anti-trust laws kept the US from being a feudal state.

      The erosion of them and the reestablishment of monopolies are the danger, not the erosion of labor unions.

      But I see your point of view, and we've already had our bickers over labor and tech ;)

    47. Re:Shouldn't be surprising by drkim · · Score: 1

      "...It's surprising that games are cheaper to make than movies...."

      Not really - one of the huge costs of film-making is star salaries, which (with some exceptions) doesn't occur in game production.

      Most large film production is with a union cast/crew, which adds to the cost.

      The playtime of the game vs. the runtime of the film isn't really as important as the conglomerate number of set's/levels/locations.

  2. Half the cost for another platform? by Lord+Lode · · Score: 2, Interesting

    I didn't read the article, but, how can making a game multiplatform almost double the cost? I thought the art, levels, motion capturing, all the data, etc... was the most expensive. Writing the code probably also is expensive, but if you develop for multiplatform a lot of code (AI etc...) can be shared and only things like renderer and input need multiple implementations, which can't be THAT much more work??

    1. Re:Half the cost for another platform? by unts · · Score: 2, Insightful

      Two words: Bug testing

    2. Re:Half the cost for another platform? by slim · · Score: 1

      Ugh I responded in the wrong place. See "correlation is not causation" above.

    3. Re:Half the cost for another platform? by rJah · · Score: 1, Informative

      I read somewhere (maybe slashdot story or an ars technica article, can't remember) that multi platform games are dificult to develop because of the underlying hardware differences, specifically the CPU(s) and they have to take the number and types of CPUs installed in the system into account. For example, the PS3 has 1 GP core an several vector cores while PCs have 1, 2 or 4 GP cores, and the threading systems have to be completely different. And XBox has a different CPU as well (3 PPC cores, but I may have made it up). The PS3 also has far less RAM than an average PC, and this also has to be taken into account while deevloping games.

    4. Re:Half the cost for another platform? by skreeech · · Score: 1

      I think it might be something to do with multiplatform usually meaning PS3, 360, PC, while Single platform includes the Wii, portables, and download service games so small that they are unique to one service, the latter having much lower costs.

      --
      [20:36] wwwdot/.dotorg
    5. Re:Half the cost for another platform? by Anonymous Coward · · Score: 0

      Next Gen consoles have significant differences in programming models. Its possible to write pretty standard c++ code that will run relatively well on the 360. The ps3 on the other hand requires you to code everything by hand to handle the multi threaded cell processor. This includes things like communication between the PPU and SPUs on the cell processor and a complete software memory cache(if thats how you decide to go about it).

      Thats not to say that their wouldnt be a large amount of shared code, but for efficient use of the platform large chunks(even standard stuff like AI) may need to be rewritten.

      On top of that both microsoft and sony have a very strict validation process. Fail that and its back to more testing and another whole bunch of cash to get it ready for another try.

    6. Re:Half the cost for another platform? by laird · · Score: 5, Informative

      Exactly. Getting something to run on an Xbox 360, a PS3 and a Wii is very hard because they are very different platforms. So while there are frameworks and tools that help get the code running on all platforms, so the differences between the hardware is less of a hassle than it used to be, it's a lot of work making the game run *well* on all platforms. For example, you can't use the same 3d models or textures on a Wii and a PS3 or Xbox 360, so you need to redo them (unless you want the PS3 and Xbox 360 to look like a Wii). And, of course, each company has its own approval process, with its own UI standards, etc., as well as unique hardware to be taken into account (e.g. Wiimote). What this means is that while you can reuse the core logic, level design, etc., there's still tons of work to do for each additional platform.

    7. Re:Half the cost for another platform? by Lord+Lode · · Score: 2, Insightful

      Ok, I get it now, I guess with multiplatform games I was thinking too much about games for Windows, Mac and Linux. But of course I had forgotten that PC gaming is dead and games refers to consoles today.

    8. Re:Half the cost for another platform? by slim · · Score: 3, Interesting

      Getting something to run on an Xbox 360, a PS3 and a Wii is very hard because they are very different platforms. So while there are frameworks and tools that help get the code running on all platforms, so the differences between the hardware is less of a hassle than it used to be, it's a lot of work making the game run *well* on all platforms.

      However, the engine is a small fraction of the cost of a game, especially when an existing cross-platform engine is used (although even these often get tweaked).

      Model design, level design, scripting, voice acting, motion capture; all these are very significant costs, and are portable. Level scripting is usually done in a higher level language than C, and is portable across platforms.

      And, of course, each company has its own approval process, with its own UI standards, etc., as well as unique hardware to be taken into account (e.g. Wiimote). What this means is that while you can reuse the core logic, level design, etc., there's still tons of work to do for each additional platform.

      True enough. Xbox Achievements and so forth.

      I'd still argue, though, that the reason cross-platform games tend to correlate with expensive-to-make games, is that having spend megabucks on designing a game, publishers want as many potential buyers as possible.

      (The key exceptions, of course, being Sony or MS exclusives, which those companies use to increase the prestige of their platforms)

    9. Re:Half the cost for another platform? by floatednerd · · Score: 2, Funny

      You mean bug testing still happens?

    10. Re:Half the cost for another platform? by Anonymous Coward · · Score: 0

      Actually, if you start development on the ps3 and make everything nicely parallel you can just port the parallel SPU stuff to 'normal' threads on the microsoft platforms. It's very hard to do it the other way around, parallelizing existing code to work efficiently using the SPUs.

    11. Re:Half the cost for another platform? by DrXym · · Score: 1
      Getting something to run on an Xbox 360, a PS3 and a Wii is very hard

      The 360 and PS3 are quite similar from a performance, memory and graphical standpoint, so making code that runs for both platforms (and the PC) is probably a hell of a lot easier than for the Wii. The PS3 is probably the odd fish since it uses SPU tasks but it can still share virtually all of the graphical / audio assets and probably 80-90% of the code. Much of the code in places like EA / Ubisoft etc. is probably middleware anyway so a game coder hits the middleware and leaves it up to that to do the right thing for the platform it is on. To some extent the situation is analogous to Windows & Linux where apps like Firefox and OpenOffice manage to run on multiple platforms and they do so by abstracting and isolating the platform specific parts so the bulk of the code is common.

      The Wii is the odd console one out. It doesn't have anything like the same performance characteristics which is probably why with few exceptions the Wii title is usually written from scratch (or code shared with the PS2).

    12. Re:Half the cost for another platform? by delinear · · Score: 3, Insightful

      Of course it does, only now it's done by end users and we pay for the privilege :)

    13. Re:Half the cost for another platform? by Pojut · · Score: 1

      Testing, development kits, more staff to work on each port...not to mention the porting itself. It isn't as simple as just clicking a button, it's actually a fairly intense process. It's safe to say that hiring people who know what they are doing when it comes to the porting process doesn't come cheap, either.

    14. Re:Half the cost for another platform? by KDR_11k · · Score: 1

      8 million dollars for bugtesting on a second platform when the whole project for one platform would be 10 million?

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    15. Re:Half the cost for another platform? by alteveer · · Score: 1

      There are different certification processes, but if you use crappy middleware like Unreal Tech, you can put pretty much the same game out on PS3 and 360 with minor additional effort. A lot of major studios are eschewing PC titles and focusing only on console, as well.

    16. Re:Half the cost for another platform? by jparker · · Score: 1

      Cause and effect are getting confused here. It's not that going from single-platform to multi-platform takes your budget from 10M to 20M, it's that having a 20M budget means you have to be multi-platform, while a smaller, 10M game can make its money back on a single platform.

      Multiplatform dev does increase cost by a bit, but not a staggering amount. The main costs are usually in engineering (and QA, but the cost of QA guys is miniscule next to the cost of programmers). Several people have pointed out that higher-level content like models, levels, and audio is usually portable, but when the different platforms want differing model descriptions, data layouts, and audio formats, it's a lot of programming work to make that happen.

    17. Re:Half the cost for another platform? by daid303 · · Score: 1

      Level scripting is usually done in a higher level language than C, and is portable across platforms.

      C was designed with platform Independence in mind. 90% of the C code is portable across platforms.

    18. Re:Half the cost for another platform? by slim · · Score: 1

      C was designed with platform Independence in mind. 90% of the C code is portable across platforms.

      Perhaps if the C code in question was carefully written for portability.

      If that's not done, even porting a C program from one UNIX to another can be challenging - different system header files, different endianness, etc.

      Read a 613 page book before trying to write portable C.

    19. Re:Half the cost for another platform? by MobileTatsu-NJG · · Score: 1

      I didn't read the article, but, how can making a game multiplatform almost double the cost? I thought the art, levels, motion capturing, all the data, etc... was the most expensive.

      I didn't RTFA either, but in recent memory a number of games have had graphical differences across platforms that required artist intervention. I don't know about it being 'double' the cost to do that, but man-hours can really add up when you have to scour all the assets for all the game locales to deal with a different limit. Given the differences between the architectures of the XBOX and PS3, it makes some sense.

      --

      "I like to lick butts!" by MobileTatsu-NJG (#32700246) (Score:5, Informative)

    20. Re:Half the cost for another platform? by daid303 · · Score: 1

      Read a 613 page book before trying to write portable C.

      I'll just go by experience, thank you. (I write portable C for a living)

    21. Re:Half the cost for another platform? by Anonymous Coward · · Score: 0

      Selection bias . It tends to be that the games which are already high budget will always be ported to more platforms. The reason for this is that the cost of porting is negligible compared to the cost of developing the game in the first place.

      For instance, if you are a company who just spend 30 million developing a game, wouldn't it make sense to spend another few million to port to another platform? Whereas, if your title was only 3 million to develop, then the relative cost of porting would be about 10 times as much.

    22. Re:Half the cost for another platform? by Opportunist · · Score: 1

      Bug testing doesn't cost money, it makes money. It's called "release version" now and done by your customers.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    23. Re:Half the cost for another platform? by Opportunist · · Score: 1

      Oh yeah, I'd love to see that logic applied to something like graphics, sound or (to a lesser degree, I admit) networking.

      C is platform independent... old meme with little truth behind it. Yes, in theory pure ANSI C should be portable. Well, ok, there are platform specific extensions in certain areas, (see graphics, sound...), but the core mechanic is, right? Wrong. Considering how game programming has been abusing architecture flaws and features (as an example, take the IEEE754 quirk used to do quick square root calculation, or rather, approximation), cross platform compatibility is anything but certain. And I'm not even talking about big and little endian here.

      And you're getting into completely different problems when you're dealing not only with different OSs (like you do with Linux, Windows and MacOS, which at least run on pretty much the same hardware), but with absolutely different hardware (like the difference between PS3 and Wii).

      So yes, C is portable. If you don't change too much underneath. Which is almost never the case when you're trying to port a game.

      --
      We used to have a Bill of Rights. Now, with the rights gone, all we have left is the bill.
    24. Re:Half the cost for another platform? by 7Prime · · Score: 1

      You're assuming that performance characteristics are the the most difficult thing to get around. That's not really the case though. Even though the performance of the Wii is quite a bit different, it's basic architecture is quite traditional and simple to code for, as is the 360. Whereas the PS3 is an insanely different beast. I've heard that porting code between PC, 360 and Wii is a lot simpler than the PS3. The PS3s cell multithreading is supposedly a dog.

      The problem with the Wii is the demographic differences. It's really not very difficult to down-scale graphics, since you're likely having to do that already since the original assets are higher resolution than even the 360 or PS3. What's the big crossover problem is marketing. The Wii set itself up, unfortunately, for a lot of older and younger gamers and may not contain key demographics that the 360 and PS3 tend to go after. That's the main reason you see cross platform 360 and PS3 titles.

      --
      Multiplayer Gaming (defined): Sitting around, discussing single-player games with my friends, at the bar.
    25. Re:Half the cost for another platform? by JohnBailey · · Score: 1

      C was designed with platform Independence in mind. 90% of the C code is portable across platforms.

      But the remaining ten percent of low level fiddly stuff is the killer. And games do a lot of it. Bypassing the best practices to get an extra few FPS out of the hardware can't be done with straight portable code. So the devs use everytrick and every undocumented or poorly documented hack they can. This is why games crash more than other apps. And why games are more likely to cause a problem in the PC world, when you change OS version.

      --
      It is difficult to get a man to understand something when his job depends on not understanding it.
    26. Re:Half the cost for another platform? by badboy_tw2002 · · Score: 1

      Yeah, I remember the days when games were bug free! Things were better then I tell ya....plus we'd pay a nickel for them! Just a nickel! A nickel and no bugs, whatddaya think of that!

    27. Re:Half the cost for another platform? by DrXym · · Score: 1
      The PS3 isn't a dog to program unless you take 1 million lines of conventional code and attempt to port it. If you architect in a manner which allows portability between PS3 and 360 then most of the code can be shared. There are architectural design design patterns which are equally suited to a conventional or Cell programming model. SPUs shouldn't even be a hard concept to grasp because in practice SPU tasks are a cross-between a thread and a GPU shader - basically a task highly suited for processing large amounts of data.

      Indeed, the fact that virtually all 360 & PS3 games obviously share the same codebase and assets demonstrates how similar they are in most respects. It is almost invariably the Wii version which is written from scratch.

    28. Re:Half the cost for another platform? by mjwx · · Score: 1

      I didn't read the article, but, how can making a game multiplatform almost double the cost?

      License fees.

      You will have to change your engine but even going from PC to XBox you'll be hit with a massive license fee per unit. Even with the similarities between the two platforms you'll have to redesign your control scheme, parts of your engine and a million other things that are inconstant between the two platforms.

      License fees are a big one, they add A$20 to the already overpriced cost of video games.

      --
      Calling someone a "hater" only means you can not rationally rebut their argument.
  3. More complicated and less fun by diskofish · · Score: 2, Interesting

    Games keep getting more and more complicated and more expensive but no more fun. I just completed Assassin's Creed over the weekend. I found the gameplay mechanic for Theif, which preceded it by over ten years, to me much more fun.

    1. Re:More complicated and less fun by Anonymous Coward · · Score: 5, Insightful

      You are also 10 years older.

      It is very much like the idea that modern music sucks (the best music is always the stuff that played when we were in college), or the quote about sci-fi:

      The golden age of science fiction is twelve.

    2. Re:More complicated and less fun by RogueyWon · · Score: 1

      Not a particularly fair comparison. Thief was acknowledged at the time as a classic; there are usually one or two games per year that achieve this status. The original Assassin's Creed had distinctly mixed reviews, with criticism particularly levelled at poor and unintuitive controls and mechanics (apparently the sequel is better, but I haven't played it).

      I've played plenty of recent games from the same genre that I'd rate more highly than Thief in objective terms; Batman: Arkham Asylum being probably the best example of the last few months.

    3. Re:More complicated and less fun by mcvos · · Score: 3, Insightful

      Modern game development focuses more on expensive, movie-like graphics than on clever, original, innovative gameplay. In fact, with budgets like this, innovation is dangerous. Better stick to what's been proven to sell. Just like in Hollywood. Innovation usually starts small, and the bigger the business becomes, the smaller innovation has to start.

    4. Re:More complicated and less fun by Trepidity · · Score: 4, Interesting

      That fact makes me increasingly interested in just treating the history of games as something to mine for stuff to play. I used to have basically a 1- or 2-year game horizon: what I'm going to play this weekend was determined by choosing from the list of recent games. But now I have more like a 20-year horizon; I might play a recent game this weekend, or I might play a classic game I've heard a lot about that I haven't gotten around to experiencing myself, yet. It seems that as games get taken more seriously as a medium, instead of just throw-away entertainment, it ought to move in that direction. I mean, it's not like avid readers read only new-release best-sellers. Sometimes you do, but sometimes you read Victor Hugo or Isaac Asimov.

      Even for new games, there are fortunately still a lot of less-expensive games that come out that can be innovative, and some even manage to get some decent press; World of Goo and Braid are two of the more prominent recent success stories. This year's Indie Game Festival has a lot of interesting stuff, too. Indie games might be even more vibrant than indie film is, these days.

    5. Re:More complicated and less fun by Xest · · Score: 1

      That's because AC was an awfully dull game even though it looked stunning and the fighting was impressive.

      Try Assassins Creed 2, far, far better and puts even classics like Thief to shame.

    6. Re:More complicated and less fun by RogueyWon · · Score: 1

      Nope. I seem to think that "fair" means "comparing like with like" (in this instance). Comparing an acknowledged classic from one era to a game recognised as mediocre from another and basing your entire argument around this does not qualify as this.

      I don't really think there's a bright future for you anywhere, outside of forum trolling.

    7. Re:More complicated and less fun by dskzero · · Score: 1

      Combat wasn't impressive at all. Unless you call countering until you die of bore impressive.

      --
      Oblivion Awaits
    8. Re:More complicated and less fun by Kjella · · Score: 4, Interesting

      Welcome to getting older. I can't believe how easy I was to entertain when I was a teen, plus then I didn't really know the meaning of "work". It was all either fun or learning, even the grinding was just a little interlude. And every generation talks about something, like how say vinyl had more soul than CDs, or the people in costumes had more soul than CGI, and how real world makebelieve had more soul than virtual makebelieve and so on.

      Each one of these megagames probably used far more skill and time on a professional writer than the computer geek who part-time doubled as gfx artist, sfx artist, composer and sometimes writer on your garage setup obscure game. I can at least say that with most old games I can have kind memories but if I start playing then many of them I get fed up because it's so simple and boring to a mind that's had another ten years of experience at figuring stuff out.

      --
      Live today, because you never know what tomorrow brings
    9. Re:More complicated and less fun by TheVelvetFlamebait · · Score: 1

      In fact, with budgets like this, innovation is dangerous. Better stick to what's been proven to sell.

      Yes. Those evil big software companies never mix innovation with big budgets. Yet again, we rely on the indie developers to pour $18-28 million on average into innovative and original games.

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    10. Re:More complicated and less fun by jimicus · · Score: 1

      Which is why original gameplay tends to come from small games without masses of fancy (read: expensive) CGI.

      Or, to put it another way: How is this year's football/American football/driving/basketball game any different from last years apart from slightly updated graphics, minor tweaks to the engine and they renamed the players/teams/cars to account for changes in the last year?

    11. Re:More complicated and less fun by jgtg32a · · Score: 1

      No older games where just better, and no I don't have nostalgia goggles on either. I'm basing that opinion off of me playing old games that I didn't play when I was younger.

    12. Re:More complicated and less fun by TheVelvetFlamebait · · Score: 1

      Which is why original gameplay tends to come from small games without masses of fancy (read: expensive) CGI.

      I'm not sure if it explains anything. If a small group of people can make a small game in a relatively small amount of time, with a small marketing/distribution budget, then why can't a big company do the same thing with a tiny fraction of their budget/workforce/time?

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    13. Re:More complicated and less fun by KDR_11k · · Score: 1

      No, that's just Assassin's Creed being a fairly bad game (they spent all their money and effort on making a believable city with tons of climbing opportunities and whatnot and forgot about putting a fun game into all that).

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    14. Re:More complicated and less fun by jimicus · · Score: 1

      Good question. I'd imagine they're being ruled by finance guys, who want the lowest risk ROI they can think of.

      If SuperFootball 2007, 2008 and 2009 were huge sellers, it seems logical to put the effort towards 2010.

    15. Re:More complicated and less fun by KDR_11k · · Score: 1

      I'm seeing tons of innovation on the App Store and most of those games look like someone made them in their spare time. Of course in most cases the innovation falls flat because it wasn't thought through very well but they are working on changing up the foundations of their "genres" (which they often don't even fit into anymore) while in a blockbuster core game innovation usually means some new take on bullet time.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    16. Re:More complicated and less fun by Xest · · Score: 1

      Well playing in such a boring manner is your choice.

      You could run through Doom with just the shotgun, but that wouldn't mean it had only one weapon choice throughout the game.

    17. Re:More complicated and less fun by Monkeedude1212 · · Score: 1

      No. No it is nothing like that.

      There is to some degree that kind of thing going on, one could argue that Super Mario Bros 3 is better than the new Super Mario Bros Wii, while the latter one is merely a re-iteration of the former, it has quite a few of its own quirks. I could understand how the older see it as derivative and the younger would not understand how they think #3 is better.

      But that is specifically from the console perspective. PC Games - specifically ones from the Era that he is refering to, had a degree of complexity that has been unmatched in all my years of playing games. He mentioned Theif, which was the original First Person Looter. It started the whole "Stealth" idea in a game, which up to that point was completely non-existant. While almost standard now in every game - there seems to be a level where you are either difficult to spot (blizzard levels in Call of Duty) or you have some games that try to re-iterate that stealth element, like Oblivion or Fallout 3. Oblivion had really come the closest, but it didn't quite capture ALL of the elements that were involved in Stealth. You don't get levels with large casted that you have to sneak in, avoiding the light. You don't have to be careful what floors you walk on, you are just as undetectable on stone as you are on grass. You don't have non-lethal options. All of these things that made the game rather unique are no longer present in modern day games.

      Its like a little while ago when people were talking about how great Duke Nukem 3D was, given that it had Hologram deploys, pipe bombs, security cameras, flame throwers, RPG's, remote mines, laser trip mines, etc etc. Everything in there has been redone somewhere, but no where else has ALL of them combined so flawlessly to make balanced gameplay.

      And these aren't the only ones I can think of. X-wing vs Tie Fighter, one of Lucasart's Finest in my books, was one of the best space flight simulators out there. You had the standard fly around, barrel rolls, and fire lasers that are present in just about any flight game. But it also had a laser and shield recharge system, that would draw from your engine power if you put too much into recharging those systems. You had shield balancing (like when they say in A New Hope: set shields to double front!). You had targetting and locking on, and you could tell when other crafts had you targetted and were locking on. There were countermeasures for missiles, countermeasures for chasers. You had full 0% to 100% throttle support, ability to match speed with your target, or you could attempt to out maneuver them. You could call for reinforcements, though it would hurt your score. The amount of game mechanics in the game is staggering. There were so many ways to play it too. It even had online support, for dogfights, co-operative missions, or different scenarios (where you can play on opposing sides).

      Another game from Lucasarts at the time was Rebellion, which had terrible graphics but good gameplay. As opposed to its most recent re-iteration; Empire at war - it had certain elements that are tough to find in any game now a days. I could send Princess Leia on a diplomatic mission, or if I play the other side, send Darth Vader to try and Capture Luke. These had different outcomes based on chance - which altered the characters. Perhaps the planet will join the Rebel Alliance, thus boosting my production and resources, or perhaps Darth Vader will succeed in Capturing Luke, not only forcing Luke to learn about his heritage making him stronger but also taking an agent away from my opponent. They could then mount a rescue operation. You could build fleets, you could build armies, and you would have to manage the two efficiently. If an opponents fleet is above your planet they initiate a blockade, meaning no production or resources on that planet. As such, fleet dominance is ultimately one of the most important things. But you cannot take over a planet without troops. And doing so affects the planets standing of you. Aggressively going to war to gain

    18. Re:More complicated and less fun by TheVelvetFlamebait · · Score: 1

      Sort of. Granted, an update of the SuperFootbal franchise is incredibly cheap, and makes for a relatively quick buck, but of course, the market for these games are not nearly strong enough to sustain a comapany; sooner or later they're going to have to branch out.

      And the sports games are by far the easiest franchises to update; everything else usually requires some radically new element, be it a new setting (with new cutscenes, new voice acting, new levels/environments, etc) or new gameplay. Essentially, a company needs to spend big money to update some of their bigger franchises.

      How about saving a million instead, or even just $200,000, for developers to work on pet projects. Who knows, it's possible that you may get a hit, or even a hit franchise. It seems like a reasonably sweet deal; $200,000 is chump change for them.

      Allowing developers to have some creative freedom also has its advantages. It's an incentive to come to the company, to stay at the company, and to complete work on time.

      Anyway, I think if handled well, it could be a boon to these companies.

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    19. Re:More complicated and less fun by grumbel · · Score: 1

      "Better" is to blunt a qualifier to use. In a lot of aspects old games where quite awful. When it comes to issues like user-interfaces for example many old games are near unplayable by todays standards. And the amount or lack of frames-per-second wasn't pretty either.

      However there are also many areas where older games are just superior to most stuff out today. Humor for example is nearly extinct from todays games, yet games like the LucasArts adventures had ton of that and are still played to this day. Another thing is the more hardcore aspect of gaming, flightsims or mech sims for example are simply gone, you get some watered down action game with planes or mechs every now and then, but those get nowhere near in terms of depth to the old classics.

      One of the core issue that I think has changed today is simply the variety of games out there. Todays game developers have been growing up with games, so their inspiration mostly comes from games. 20 years ago that was vastly different. Games was a fresh medium and people haven't been growing up with them, so they basically had to start with a white canvas, instead of recycling last years game mechanics and putting some new graphics around it. The result was a lot of games that where inspired by board games, books and what not, instead of Doom and Quake. Which is why you don't see games like Rama or Gabriel Knight any more.

      Another issue I have with todays games is simply that they haven't kept up with past expectations. Playing something like X-Com, EF2000 or Yoshi Island 15 years ago, I expect to see something vastly improved in those areas today. But nope, Yoshi Island is still the best jump'n run around, NewSuperMarioBros doesn't even get close. A dynamic campaign like in EF2000 is still missing from todays games. And destructible terrain that X-Com had is only very slowly making its way into mainstream games.

    20. Re:More complicated and less fun by Anonymous Coward · · Score: 1, Informative

      He mentioned Theif, which was the original First Person Looter. It started the whole "Stealth" idea in a game, which up to that point was completely non-existant.

      Uh, no, Metal Gear for the MSX2 computer in Japan and Europe and the NES version in the U.S. was the first well known stealth game, and that came out in 1987.

    21. Re:More complicated and less fun by Draek · · Score: 1

      No, you just suck at finding good games. Try the Total War series or Red Orchestra, then name me a game from the NES/SNES era that compares to them.

      --
      No problem is insoluble in all conceivable circumstances.
    22. Re:More complicated and less fun by 0ld_d0g · · Score: 1

      I think games have been moving towards pure the sit-back-and-enjoy entertainment genre of movies. Very few games are *really* challenging or make you think (except ofcource the puzzle types). With all these big budget titles you can mostly just run through the game in your first sitting. Still, the multiplayer aspect tends to correct that balance of difficulty vs. pure entertainment/visuals

    23. Re:More complicated and less fun by Blakey+Rat · · Score: 1

      So... you're comparing a mediocre modern game to one of the best FPSes ever made?

      The only real conclusion you can draw here is, "some games are good, some games are bad."

    24. Re:More complicated and less fun by mcvos · · Score: 1

      Big companies have a lot of overhead, and they need big sellers to pay for that. I think a few big mainstream titles are a lot easier to market for them than lots of small and unusual titles. To them, big titles are safe.

      Small developers are more flexible and don't have the big marketing and distribution network, so they can or need to rely more on word of mouth and other less controllable forms of marketing. That makes small, innovative games more attractive, and big games risky.

  4. Must suck... by Anonymous Coward · · Score: 0

    That I usually just download the game, testplay it and dump it.

  5. Marketing Budgets can dwarf Dev Costs by Zeussy · · Score: 5, Interesting

    If you took at any recent AAA title game, marketing and distribution costs are huge. Apparently the marketing budget for COD:MW2 was $200 million (although that probably includes distribution costs) with development $40-50 million. According to http://www.thatvideogameblog.com/2009/11/19/modern-warfare-2s-development-budget-40-50-million/
    Halo 3's was $40 million+ of marketing, similar to dev cost. GTAIV would of had similar if not more, being a multi platform title. Although wiki says the development of GTAIV was estimated to cost near $100.
    A friend of mine from THQ complained that De Blob sold really well, then they blew the equivalent of profits on the marketing campaign for japan, and the game flopped there.

    1. Re:Marketing Budgets can dwarf Dev Costs by Anonymous Coward · · Score: 5, Informative

      "GTAIV would of had similar if not more, being a multi platform title."

      God dammit! It's "would HAVE had"!

    2. Re:Marketing Budgets can dwarf Dev Costs by Anonymous Coward · · Score: 0

      I'm so glad it's not just me.

    3. Re:Marketing Budgets can dwarf Dev Costs by Anonymous Coward · · Score: 0

      Im sure he would of done it correctly if you would of helped him out a little before hand. You would of saved your self some pain too.

    4. Re:Marketing Budgets can dwarf Dev Costs by TheModelEskimo · · Score: 1

      God dammit! It's "would HAVE had"!

      Actually, Mr. Absolutist Grammar Genius, it sounds like he was going for "would've had," so he's at least phonetically correct.

    5. Re:Marketing Budgets can dwarf Dev Costs by Anonymous Coward · · Score: 0

      ...Yet, nobody complains about 'loose' or 'payed'.

    6. Re:Marketing Budgets can dwarf Dev Costs by Anonymous Coward · · Score: 0

      You call that absolutist? Are you high, or just fucking retarded? We're not quibbling over a misplaced semicolon here, it's the wrong fucking word and it makes no god damn sense.

  6. Concerning Modern Warfare 2 by Anonymous Coward · · Score: 0

    while Modern Warfare 2's budget was said to be as high as $50 million

    I'm sure that there are a lot of cost-saving measures out there, such as simply porting a console version to the PC and leaving out dedicated servers.

    Oh wait...

    1. Re:Concerning Modern Warfare 2 by mambodog · · Score: 1

      ...simply porting a console version to the PC...

      No, no, no. The PC version had plenty of new features, such as "Keyboard and mouse input" and "Customizable resolution settings"!

  7. COD money by Anonymous Coward · · Score: 0

    I wonder how much the US guvment funnels into this atrocity of a 'game'? I mean there's no better advertising than that which the consumer pays for.

    1. Re:COD money by UserChrisCanter4 · · Score: 1

      $0. America's Army and Call of Duty are different games.

  8. Flash+Java+Xbox 360+iPhone+PC? by tepples · · Score: 3, Interesting

    if you develop for multiplatform a lot of code (AI etc...) can be shared and only things like renderer and input need multiple implementations, which can't be THAT much more work??

    I know of no single language that compiles to every single bytecode. For example, say you want to publish a game on several platforms. One only runs ActionScript bytecode. Another only runs JVM bytecode. Another exclusively uses CLR bytecode (unless you're a large enough business to qualify for PowerPC instructions). Another uses ARM instructions. Another uses x86 instructions. So in what language should the developer write the physics and AI to target all platforms?

    1. Re:Flash+Java+Xbox 360+iPhone+PC? by Lord+Lode · · Score: 1

      C++?

    2. Re:Flash+Java+Xbox 360+iPhone+PC? by slim · · Score: 1

      I'm pretty sure TOA is talking about PC+Xbox360+PS3 and maybe Wii. Nobody's blowing $20M on making a Flash game.

      Having said that, PopCap and their ilk make games in the space you're talking about. I'm certain Peggle didn't have a $20M budget.

      A decent strategy for that kind of game would be to write for a VM, and implement that VM on all the target platforms. That was the approach taken by Infocom for their text adventures, and by LucasArts for their point+click adventures.

      Somewhere there's an interview with PopCap, however, where they explain that they don't do that. They reuse what they can, but every version of Peggle is a "hard work" port. If that involves rewriting the physics engine in a different language, so be it.

    3. Re:Flash+Java+Xbox 360+iPhone+PC? by tepples · · Score: 1

      Sure, a subset of C++ is known to compile to CLR bytecode. But does C++ compile cleanly to ActionScript and JVM bytecode?

    4. Re:Flash+Java+Xbox 360+iPhone+PC? by tepples · · Score: 1

      Nobody's blowing $20M on making a Flash game.

      Unless it's a handheld device that runs Flash and the game is a port of the $20 million Xbox 360/PC game to the handheld device. I thought I had made that clear (x86 is PC; CLR/PowerPC is Xbox 360).

      A decent strategy for that kind of game would be to write for a VM, and implement that VM on all the target platforms.

      Then you lose iPhone and iPod Touch due to Apple's developer program restrictions. In addition, on the ActionScript, JVM, and CLR platforms, you take a big performance hit of running a VM in a VM.

    5. Re:Flash+Java+Xbox 360+iPhone+PC? by slim · · Score: 1

      Unless it's a handheld device that runs Flash and the game is a port of the $20 million Xbox 360/PC game to the handheld device.

      I don't know of any such titles. Do you have one in mind? Handheld "versions" of games (e.g. gameboy versions) tend not to actually be the same game.

      Then you lose iPhone and iPod Touch due to Apple's developer program restrictions.

      Is that strictly true? As long as you distribute the VM and the code to run within it as a single bundle, and don't provide a way to load arbitrary code into the VM, I'd guess that would be OK with Apple. The iPhone C64 emulator was approved by Apple when they removed the ability to type in BASIC commands. (Then it was pulled again when it turned out the feature could be re-enabled as an easter egg).

    6. Re:Flash+Java+Xbox 360+iPhone+PC? by mdwh2 · · Score: 1

      Then you lose iPhone and iPod Touch due to Apple's developer program restrictions.

      Who cares - that's their fault. Won't run on an Amiga too. Perfectly good cross-platform strategies shouldn't be ignored just because they don't include a minority of the market. It worries me that Apple's policies will end up dictating how games are written, even when they have little share in these markets...

    7. Re:Flash+Java+Xbox 360+iPhone+PC? by tepples · · Score: 1

      Handheld "versions" of games (e.g. gameboy versions) tend not to actually be the same game.

      A lot of handheld games are completely different games in the same series (compare Metal Gear Solid on PS1 to the PS1-era GBC games for instance), but plenty are more-or-less direct ports (compare Dr. Mario 64 to Dr. Mario + Puzzle League for GBA).

      As long as you distribute the VM and the code to run within it as a single bundle, and don't provide a way to load arbitrary code into the VM, I'd guess that would be OK with Apple.

      True, I could write the physics and AI in Lua as long as I take appropriate measures to lock down the script loader. But interpreters still have overhead. In commercial games that make heavy use of a scripting engine, how much time does the CPU spend in the interpreter vs. in the (native) graphics, sound, and input code?

    8. Re:Flash+Java+Xbox 360+iPhone+PC? by Anonymous Coward · · Score: 0

      who is writing serious games in ActionScript or Java? that would be ridiculous. Most games are written in C++ with some optimization in various assembly langs.

    9. Re:Flash+Java+Xbox 360+iPhone+PC? by tepples · · Score: 1

      who is writing serious games in ActionScript or Java? that would be ridiculous.

      Webkinz and Tetris Friends are SWF. MIDlets are Java.

  9. Excuses by lyinhart · · Score: 1

    Sounds like more fodder for game developers and publishers to whine about lost revenues due to used game sales and piracy, as well as justifying their pricing models and DLC systems. Kind of pointless having a huge game development budget when it's the same, uninnovative, linear experience time and time again. Thankfully, the increasing success of so-called "indie" games may have them rethink their huge dev costs.

    --
    Freedom is drinking a beer in the park when you're supposed to be at work.
  10. Multiplatform. Really. by BForrester · · Score: 1

    Did I miss the 360/Wii/PC/Linux release of Gran Turismo 5? Now that I know that it's a major multiplatform release, I'll be on the lookout for a copy to play on one of my non-PS3 systems.

  11. Do large budgets lead to boring games? by Organic+Brain+Damage · · Score: 1

    Funny how not one of the big-team $20 million + games can compete when it comes to fun/playability/originality with the 2-man team's World of Goo.

    1. Re:Do large budgets lead to boring games? by flickwipe · · Score: 2, Insightful

      objection! opinion

    2. Re:Do large budgets lead to boring games? by Anonymous Coward · · Score: 0

      True, but then people buy games for the looks on the whole. Always have and always will...

    3. Re:Do large budgets lead to boring games? by TheVelvetFlamebait · · Score: 1

      World of Goo wasn't that good. Sure I enjoyed it, a lot, but I enjoy many games as well.

      For example, I just finished New Super Mario Bros Wii the other day, and I had a blast pretty much all the way through, especially during the multiplayer.

      I also enjoyed GTA Vice City (I haven't tried 4 yet). A lot. That was pretty fun.

      Let's see... Hm... There was EA's Boom Blox for Wii. I really enjoyed that, and the gameplay felt pretty fresh, as much so as world of goo.

      Also for Wii, I'm currently enjoying Konami's Pro Evolution Soccer. The tactical point-and-click gameplay feels really good, and makes the actual fun part of virtual soccer, the movement puzzle, as accessible and natural as possible.

      So yeah, I think big budgets don't exclude fun. The worst they can do is extend the possibilities (even though they often don't from a gameplay perspective).

      --
      You know, there is a difference between trolling and pointing out the flaws in your reasoning. Just saying.
    4. Re:Do large budgets lead to boring games? by sowth · · Score: 1

      No, the people who think it is a good idea to spend $3000 on gaming computers and are willing to pay $700 just for a game console buy games for the looks. Meaning rich teenagers whose mommy and daddy throw money at them.

      The masses don't really care about 10 billion polygon "realistically" shaded 3d scenes rendered by massive chips. But then the masses wouldn't pay $60 just for a video game, and the video game "industry" calls anything but FPS and RTS titles "casual games."

    5. Re:Do large budgets lead to boring games? by jgtg32a · · Score: 1

      Do you have any idea how stupid powerful a $3000 computer is these days? You really don't need to be spending any more than $700

    6. Re:Do large budgets lead to boring games? by sowth · · Score: 1

      I know how powerful a $3000 computer is. That was my point. Hollywood has set up an arms race for who has the most polygons and most complex textures in their graphics, which requires super fast computers to render.

      It doesn't really make the graphics look more real in any significant way, but it does make everything cost more--both in production of the game and in hardware needed to play the game. Problem is most people in the "high tech" crowd buy into this myth, so those who are most able to form small start ups don't bother because they don't think their product will sell. Retailers don't seem to stock these products either.

      It seems to me there is a huge untapped market for video games. People who don't upgrade their computer every year and don't buy consoles, and their computer is a low end model with integrated graphics. My friend hasn't upgraded her computer for several years. I think it has a 1GHz CPU. In the eighties that would've been considered a supercomputer which could play incredible games, yet almost no one makes video games which would work for those specs. Some companies will even put out a DS port which has a 100MHz CPU and I think 8 MB of ram, but not one for a much faster computer? It makes no sense.

  12. no.. 200 million for marketing mw2. by leuk_he · · Score: 4, Informative
    1. Re:no.. 200 million for marketing mw2. by ironicsky · · Score: 1

      I love how video games cost more to make then a typical hollywood movie

    2. Re:no.. 200 million for marketing mw2. by Zephyn · · Score: 1

      It's still a better entertainment value, unless you play the game for less than two hours, and someone in your house is charging you $3 or more for soda.

    3. Re:no.. 200 million for marketing mw2. by ironicsky · · Score: 1

      True, but I don't have to spend a thousand dollars on a decent tv, a few hundred dollars on an xbox 360(Or a thousand on a good PC), then a monthly XBL subscription to go to the movies :-)

  13. Is that including the marketing? by hesaigo999ca · · Score: 1

    Is that for game development only, or are we including those highly expensive spots during super bowl to show call of duty 23
    I like computer games as much as the next guy, but a lot of budgets are also grossly exaggerated so that the next year you keep that same budget, as in the military, wasting money so you don't lose your budget the next year....if a new company comes out and puts out a game as good as some of these with big budgets, and obviously with 1/10 the budget being new and all, does that not mean you CAN make a game for less, but just choose not to?

  14. How far we've come by Skraut · · Score: 1

    10 years ago I worked on a major title for the Dreamcast, "Ecco the Dolphin: Defender of the Future" and our budget of somewhere around 2.5M was considered excessive.

    --
    Introducing Microsoft Vacuum 1.0 The first Microsoft product that doesn't suck.
    1. Re:How far we've come by KDR_11k · · Score: 1

      It's exponential growth. For the costs, at least, doesn't look like the sales are growing exponentially.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
  15. Re:Multiplatform. Really. by slim · · Score: 1

    Could it be that the facts given about GT5 are an interesting associated fact, to the related information about multiplatform games.

  16. Re:Multiplatform. Really. by Aranykai · · Score: 1

    I know your being sarcastic but the only reason I ever purchased a ps2 or ps3 was for the GT series. They will never bring that game to any other console.

    --
    If sharing a song makes you a pirate, what do I have to share to be a ninja?
  17. Re:Multiplatform. Really. by AbRASiON · · Score: 1

    and yet Forza is now the superior series yet so many GT fans sit with their eyes closed refusing to see it.
    (disclaimer: PS3 fanboy here, dislike the 360 and dislike the way Microsoft handle live, nickel and dime customers and STILL got a 360 just for Forza 3 - worth every penny)

    GT is finished, they have diluted the game so much with nascar, indycar, WRC, F1, regular cars - they don't know WHAT they are doing.
    The driving physics are getting worse, not better and in the most recent release (GT Academy) the FOV and camera position is simply 'wrong' - it feels like driving a shopping trolley.

    I'm not even exaggerating - try it. Forza is leaps and bounds more superior as a driving game. Oh and F1/F2 and Forza 3 have ALL come out since GT actually last shipped a full game (GT4) ANNNND it's not like Turn 10 rushed them out either for goodness sakes! 18 to 24 months between each title.
    ANDDDDDDDDDDDDDD Polyphony Digital are so arrogant they insist 'we don't need to see what the competition are doing, we're the best' (that's a partial quote)

    I could go on for hours, let's just say - buy Forza 3 if you like racing, goddamn it's great.
    Get GT5 too, I will be - but my expectations are rock bottom based on their attitude and demos / trials / 'prologues' of late.

  18. And then there's Duke Nukem Forever... by damn_registrars · · Score: 1

    ... which spent that much just on strippers. But hey, it was really important to get that part right!

    --
    Damn_registrars has no butt-hole. Damn_registrars has no use for a butt-hole.
  19. Licensing Fees? by Comboman · · Score: 1

    I've often wondered how large the licensing fees are. Every big-budget movie needs a big-budget game with a synchronized release date. But the game developer is taking a big risk that the movie doesn't bomb and no one will buy the game (no matter how good it is). Even if the movie is a success, the game is really part of the movie's marketing, so maybe the movie studio's licensing fees are fairly small to encourage game developers to take the risk of creating the game? Even things like automobiles in racing games involve licenses, but again the car company benefits by having it's product promoted to a generation of future drivers, so maybe the licensing fees are relatively small? Does anyone know?

    --
    Support Right To Repair Legislation.
  20. Minority of the market by tepples · · Score: 3, Interesting

    Who cares - that's their fault.

    It's Apple's fault, but it's developers' problem. This is true especially as the market share of smartphones grows at the expense of dumbphones, phoneless PDAs, and dedicated gaming devices.

    It worries me that Apple's policies will end up dictating how games are written

    The policies of Nintendo and Sony have long dictated how games are written: if a game is to allow multiple players to use one TV-sized monitor and multiple controllers, it needs to be for one or more consoles, not the PC (EA Sports being the exception), and therefore it needs to follow all the console rules including minimum size of business. Only recently have the majority of new TVs become able to handle the EDTV and HDTV signals that PCs produce on their VGA, DVI-D, and HDMI connectors.

  21. Modern music DOES suck by Bragador · · Score: 2, Insightful

    The fun thing to remember though is that when people discover old music, they usually discover the songs that aged well. Most of the songs back then were crap too.

    At the same time, when we open the radio, we listen to the good songs once in a while AND the crap most of the time. This is where the idea that old songs were much better is so popular. This is also true for movies.

  22. Pre-OnLive Figures by RTigger · · Score: 1

    It'll be interesting to see if/when OnLive launches how this affects the gaming industry. Moving everything to a single-platform online-only producer-to-customer distribution model is definitely going to throw a wrench in the current business model. Also makes me wonder if OnLive's potential for success is part of the reason why we haven't heard any news on new console development in awhile...

    1. Re:Pre-OnLive Figures by binarylarry · · Score: 1

      I wonder what's going to take over the game industry first, OnLive or the Phantom?

      --
      Mod me down, my New Earth Global Warmingist friends!
  23. Re:Multiplatform. Really. by spire3661 · · Score: 1

    Its too bad that Forza can only be experienced with the shitty MS steering wheel. I know there are some 3rd party wheels for 360 but they are stuff like MadCatz, not logitech. A shame really. Ill take GT5 and a good logitech wheel over Forza and the MS wheel anyday.

    --
    Good-bye
  24. Tiny budgets, considering... by Dodger73 · · Score: 1

    Think about it. 10-20 hours of gameplay content, a few square miles' worth of environmental models and effects, dozens of characters and animations, matching voiceover and audio content, and the engine, AI and gameplay code to drive it all. Add to that between 20 minutes and an hour's worth of CG movies. Now consider that we're doing this with teams 1/5th the size of what they are for 2-hour movies, at 1/8th of the budget in half the time (exceptions notwithstanding). $50M for the most expensive games doesn't sound too bad compared to $500 for the most expensive movies...

  25. Re:Multiplatform. Really. by Draek · · Score: 1

    Arguing whether Forza or Gran Turismo is better is like asking whether horseshit or bullshit tastes better: sad, stupid, and irrelevant in the grand scheme of things.

    Just get a PC and a proper driving sim, like Race '07 or Live for Speed. Then you'll see what *real* racing feels like.

    --
    No problem is insoluble in all conceivable circumstances.