I'm not saying this is definitely true in this case, but when my aunt sold her film company she had to continue working for it for two years before she could walk. (It makes sense if you think about it; the people who build up a company are what makes it valuable.)Zaik said:Couldn't they have just taken all that money, quit, and started up a new company with actual money this time?
That seems a little more practical.
Of course, it may just be the case that they didn't want to lose the rights to Limbo!
That sounds like it to me. The main problem would have been that the shares had risen dramatically in value since they sold them. But you're right - the article is quite vague. Sounds almost like there were legals costs involved somewhere.mdqp said:I am not sure I understand... They sold shares of the company to raise the required funds, and then bought them back after making the game, breaking even?
Time. Software takes lots and lots of time. People's time costs money. That's what makes it expensive.joonsk said:I always wonderded what made games so expensive to make. their are tons of free engines that you can use, and everything else can be made without money, I think.
Even in the case of a doing-it-for-the-love-of-it indie game, you still need a team of people working on your project full time if you want to make a game with a decent scope (and not have it take so long that it loses momentum or becomes redundant before you release). Those people may love your project, but they still need to pay their rent, buy food, etc.
Small games with a very restricted scope can be done in people's free time (if they're willing to give it). But you couldn't create Mass Effect like that.