That's because they are simply recycling in most cases, rather than coming out with their own game, whether that be recycling a series to the next iteration (Guitar Hero), or recycling an idea (FPS) without bringing anything new to the table. Less people are becoming interested in more of the same. They'll stick with what they have already. It's why every game that tries to copy WoW's success invariably fails, because everyone that likes WoW's formula already plays/played WoW and they don't want to do it again.CantFaketheFunk said:It was actually part of a very good keynote by Peter Tamte of Atomic at TGC - I can't remember all the numbers cited exactly, unfortunately. You assume that of every game sold, $50-60 goes into the developers' pockets? Not at all. You have retailer fees, production costs (though very marginal), marketing costs, publisher fees, distribution costs (again relatively marginal), etc. Hell, a lot of times just marketing for a game is a HUGE chunk of the budget.harhol said:Aren't you applying a Halo/Killzone/GTA4 budget across the board when in reality only 1% of games will cost anywhere near that amount?CantFaketheFunk said:With most development budgets these days, a game needs to break 1 million copies sold - minimum - to be successful. You can have a great game that only sells 500,000 - by most definitions a success - but it won't recoup development costs. Even excellent games sometimes don't reach that.
I can't imagine games like LittleBigPlanet, Left 4 Dead, Mario Galaxy or Chinatown Wars costing $50m+ but all of them are huge titles for their respective systems.
Second-tier exclusives like Siren, Disgaea 3, Crackdown, No More Heroes etc. will probably cost even less. They must do, or else they wouldn't keep appearing.
Then you have publishers like Atlus who continue to put out niche games to mediocre critical reception and dire sales year after year. And I haven't even mentioned downloadable games (which are more popular than ever). Or the massive volume of shovelware for most systems.
Sorry but I just don't believe that "most development budgets" require more than a million sales for the developer to break even.
Especially with development times and expenses being what they are in the HD era, multimillion dollar games are becoming more and more common, and they simply aren't recouping investments.
Come out with more new ideas, and fix this dumping money into a lost cause mentality. Otherwise, the only games that will make money are those that cost nothing to make.