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."
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.
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??
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.
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.
Automation - The Car Company Tycoon Game
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?
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.