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.
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.
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
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.
Enable 3D printed prosthetics!