You might find it interesting to note that in 1995, Wing Commander 3 was the most expensive computer game ever made.
How much did it cost? $5,000,000. And most of that had to do with the video footage and actors in it.
a normal (high budget) game from that era had a budget in the region of $350,000.
These days, an average mainstream title has a budget in the $3-7 million range!
Do you understand the consequences here?
Let's say you buy a game for $60.
about 50% of that goes to the shop that sold it to you.
That leaves $30.
The publisher probably gave you an advance on the game, so you get nothing more out of it until you pay back your advance. - Typically, the publisher will only give you 20% anyway.
So... that means, of the $30 dollars left, the developers get about $6.
How much do you have to sell for that to be viable?
because the price of games hasn't changed substantially over the years, we can compare 1995 to 2009 quite easily.
A 1995 game costing $350,000 to make would need to sell about 58,000 copies for the studio to break even.
A current generation game averaging a budget of, say, $3,000,000 would need to sell 500,000 copies (at full price) to break even not to make a profit, just to get back the costs involved!
Do you know how many games sell 500,000 or more? the top 10 to 20 games in a year, maybe. If you're lucky.
Now do this same calculation with a budget of $60,000,000 - I can guarantee there aren't many games that can make enough money to cover the cost of that kind of budget...
There may be more people playing games now than in 1995, but not by a factor of 10, and certainly not by a factor of 200!
How much did it cost? $5,000,000. And most of that had to do with the video footage and actors in it.
a normal (high budget) game from that era had a budget in the region of $350,000.
These days, an average mainstream title has a budget in the $3-7 million range!
Do you understand the consequences here?
Let's say you buy a game for $60.
about 50% of that goes to the shop that sold it to you.
That leaves $30.
The publisher probably gave you an advance on the game, so you get nothing more out of it until you pay back your advance. - Typically, the publisher will only give you 20% anyway.
So... that means, of the $30 dollars left, the developers get about $6.
How much do you have to sell for that to be viable?
because the price of games hasn't changed substantially over the years, we can compare 1995 to 2009 quite easily.
A 1995 game costing $350,000 to make would need to sell about 58,000 copies for the studio to break even.
A current generation game averaging a budget of, say, $3,000,000 would need to sell 500,000 copies (at full price) to break even not to make a profit, just to get back the costs involved!
Do you know how many games sell 500,000 or more? the top 10 to 20 games in a year, maybe. If you're lucky.
Now do this same calculation with a budget of $60,000,000 - I can guarantee there aren't many games that can make enough money to cover the cost of that kind of budget...
There may be more people playing games now than in 1995, but not by a factor of 10, and certainly not by a factor of 200!