spoonybard.hahs said:
Owyn_Merrilin said:
BigTuk said:
Actually you made a fundamental error in your comparison: Sonic 2 may have cost $75 but keep in mind Sonic 2 was a cartridge with integrated memory, and stuff that actually had a an assemble process and shipping of said packaged unit was naturally more expensive. As opposed to say these days where at best games are stamped onto $1 discs. and charged $60.
Games will get cheaper when people stop buying games for $60 or $50 nuff said. What about development costs? what about them. See this is the downside of upping technology. The more high end the console the more specialized labour you need and the more time you need to pay the specialized labour for.
Covarr said:
The growing popularity of middleware engines has also helped keep development costs in check, but not enough to compensate for other skyrocketing costs involved in game development.
More and more I think indie devs are going to force big gaming's hand. Games like Super Meat Boy and Minecraft were made on astonishingly low budgets, and yet still manage to make far more money than high-budget games like Tomb Raider, which sold amazingly and still lost money. I think devs are pretty much going to have to start doing two things:
This is true, and keep in mind, there's also the ressurgence of older titles for earlier eras. GoG has mad an impressive business model based on giving people access to bygone classics. Gaming options are widening.
So much goes into things like environments and assets, and I'm sure this could be made more efficient. It baffles me that developers are hardly looking into ways to more quickly and cheaply create assets. Black mesa had a really nifty Face Creation System [http://wiki.blackmesasource.com/Face_Creation_System] which "allows there to be a wide variety of faces with very little work but high visual fidelity." It saved the developers a significant amount of time, and is exactly the sort of tool bigger companies should be looking into making in order to keep development costs from ballooning out of control. The fact of the matter is, so much of the cost of AAA games comes not from the amount of content, but the inefficiency with which that content was made.
Actually that's not as easy as you'd think. See assets aren't always portable between engines and it's not feasible to base all your games on the same engine. There is actually a lot of efficiency but a lot of the time is literally in the polish required. In short, making HD games with motion capture animation and realistic face bump shaders you amd scatter diffuse lighting reqauires money. More or less each feature/layer of tech requires at least 1 extra person and another set of billable man hours.
This is why games are big on DLC these days since it allows thm to scrape cash and reuse the same assets they used in the original.
STill it boils down to. The companies will charge as much as they think they can get away with. if people buy games for $60 on launch day they have no reason to sell in for $40 on launch day. Do they?
Thank you. I couldn't even get past the first page of this article, because the old "games are cheap because inflation hurr durr" BS really pisses me off. Not only are individual copies cheaper to make than they were back then by an order of magnitude, not only are more people buying than ever before -- also by an order of magnitude -- but wages are down compared to inflation. $60 today may buy a smaller amount of goods than it did 20 years ago, but it also accounts for /more/ of an average person's money. We're in the middle of a recession (really it's a depression but nobody is willing to admit it), these aren't the boom years of the 90's anymore.
And you know what? Game budgets are low for what they are. An average blockbuster movie costs between 2 and 4 times what an /expensive/ AAA game costs. Yet they make their money back and then some on much smaller increments of cash, because they're priced low enough that pretty much anyone can afford to buy a DVD or go to the movies. That's how games should be. People occasionally try to excuse it by saying they're a luxury product, but we're not talking a caviar and champagne luxury, we're talking beer and pretzels.
If the rumors are true (and most likely they are),
Bioshock Infinite had a total budget just north of $300 million. The same as
Avengers. The production costs alone of games have skyrocketed over the last seven years. I still remember people losing their shit at the idea of the first
Gears of War having a production cost $10 million.
Oh, and games aren't cheap because of inflation. They're cheap because to stay viable, companies should be charging closer to $100 per unit given their budgets, team sizes, and actual consumer base.
Yet
The Avengers made money hand over fist at $10-$15 a pop. Your logic is flawed, it's totally missing out on the economy of scale. And besides, there's no way
Bioshock Infinite actually cost that much. If anything they dropped $50-$100 million on the actual game, and the rest was the marketing budget. If you want to see an out of control cost in the videogame industry, there's your bugbear.
Edit: Yeah, look at this: http://www.destructoid.com/ken-levine-denies-200-million-bioshock-infinite-budget-249339.phtml
Levine was shocked people thought the game had a budget as high as $200 million, $300 million would have had him rolling on the floor with laughter.
Also, who the heck was shocked by
Gears of War having a $10 million budget? That was pretty common during the PS2 generation, and it wasn't too crazy during the PS1 generation.
Final Fantasy VII cost about $30 million to make, and that came out in 1997. It was exceptionally expensive at the time, but there's some proof that
Gears wasn't breaking any new ground if it really did have a $10 million budget.