Games on a modest budget

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gamer_parent

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Jul 7, 2010
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Recently, I've been reading a bunch of articles here on the escapist talking about the way that a lot of gaming studios operating, and throughout all of these articles there has been one common strain: the huge budget.

Inevitably, the big budget always come with a lot of strings attached, with failure even more punishing to the investors. the way of the future, perhaps, is to go back to a model where small studios with very agile teams create small but lean projects, focusing on maximizing their resources on the most important portions of the game.

So this is where I started thinking, what are examples of games that you can remember which were developed on a modest budget but was met with critical acclaim? What do you think is a modest but realistic budget for game development in our current day environment? (Maybe not hard numbers, but how would you go about evaluating this?)

But also, what are some of big trade offs for the smaller budget?

I've been mulling over these questions myself, but unfortunately being someone who is not that well versed in industry lore, most of my thoughts are speculative at best. Keep in mind, I'm just thinking outloud here and by no means do I consider my numbers OR the assumptions I make about them accurate. This is all just me trying to generate some conversation.

what are examples of games that you can remember which were developed on a modest budget but was met with critical acclaim?
The first thing that came to mind was Cave Story, a game that was developed by ONE man with apparently almost no budget. This is basically also proof that someone with enough talent, skill, and a crap ton of patience can eventually crank out a winner. Unfortunately, not all of us are Pixel-level designers with that kind of dedication. I wonder if we can categorize a lot of the earlier games prior to the playstation era to fall under the same category. But still....

What do you think is a modest but realistic budget for game development in our current day environment?
Now, this is where I have a hard time coming up with a good answer, since a lot of this is subjected to the scope of the project. Given that the average dev will probably run easily 45000 to 60000 though, we probably are looking at a minimum of 300K a year for a modestly sized team (5 person, wooo), throw on 100K for equipment, 25K a year for the work space, add 30% of the whole thing for administrative fees, we're looking easily 500K+ without even trying. We haven't even touched distribution costs.
 

II2

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Entry level budgets for "on the store shelf" releases run from about $6-20 million USD.

That has to cover:

For Devs:
- Salaries and benefits of every employee during the period from pre to post production and post launch support.
(Usually 2 to 4 years worth).
- Cost of equipment and software licensing or IT development.

For Publishers:
- Advertising and Marketing.
- Physical production and distribution.

Basically.
 

gamer_parent

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where does all that money go though? And what are the exact criteria for the "on the store shelf" release? 6 million I can see, being 10 times the budget I noted above. It is incredibly easy for me to see a 30 man team with equipment for this kind of thing. but 20 mil? While again, I can see HOW it is spent, I just don't know if it is NECESSARY.

oh wait, nevermind, just saw your edits. What portion of that goes to the publisher, do you think?
 

II2

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"How" and "necessary" are interchangeable terms, in this context.

Whatever the publisher thinks they need... they're the ones putting the money forward and ergo, having money men trying to cut corners wherever possible, to the chagrin of the devs.

I've worked (a wee bit) as a specialist in the industry a bit and I know enough to know that

A) Every production is essentially unique, despite having certain common basics

and

B) I only have a rough idea where the money goes. You'd need to talk to someone else to get a fiscal breakdown.

Similarly, most people who have worked with a dev team will only be able to give you similar information because "we just work here". Sorry :/
 

Azure Sky

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Cave Story
[link]http://en.wikipedia.org/wiki/Cave_Story[/link]

Twas released at the end of 04 on PC as freeware.
I know it is designed on a very much retro graphics design, but it is still one of the better games I have played. Characters and Story were spot on.

I believe it was all made by one man. =3

It now resides on Wiiware with updated graphics.
 

Extraintrovert

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If Cave Story is mentioned, I feel it to be necessary to also mention Touhou, a series that is similarly famous for being made by only one person. Not exactly critical acclaim, but the disproportionate fanbase love it.

As for the actual topic, as with every human endevour the money seems to go primarily to wages and advertising. As games become more complex over time (and/or game players demand more complexity) it requires larger production departments, which therefore require more advertising to guarantee a profit to justify the larger expenditure. Smaller budgets generally can't compete in either category, and therefore are a less viable investment. Or I could simply be blathering on about something which I know nothing. Who knows.