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Post by river82 on Nov 6, 2017 21:53:32 GMT
Witcher 3 cost 70 million and keep in mind CDPR is reported to employ slave labour. Yah, no. Depressed economy aside, they don't have slaves. Slave labour is labour that is inadequately compensated, I wasn't referring to actual slaves xD. It was a statement referring to the rumours floating around from ex employees of CDPR studio referring to poor treatment (poor wage and inhuman crunch that kind of stuff,) and the budget was still reportedly approx 70 million dollars. My point was if the rumours are true, then the budget would likely have been higher still if the workers were being treated right.
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Post by alanc9 on Nov 7, 2017 1:11:01 GMT
A game dev working in the PS2 era said team sizes were double the size of the PS1 era, when it went to the PS3 era he said team size doubled again. Shadows and lighting cost money, believable facial animations cost money. You're assuming the the market stayed the same size. It most definitely did not. But whatever man. We can go about bandying back and forth numbers and what success and failure means. Whether or a game was a financial success or a social failure. Or vice versa. How did he assume that? His post talks about development costs; market size has nothing to do with the costs, except in the sense that a bigger market lets you approve a plan with larger costs.
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Post by goishen on Nov 7, 2017 1:22:58 GMT
/facepalm
Whatever dude. If the market for the games weren't there, then the games wouldn't exist. It's simple supply and demand.
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Post by Qui-Gon GlenN7 on Nov 7, 2017 1:52:26 GMT
Exploitation of workers happens in all industries that provide entertainment.
Source: lighting technician on Film and TV for 10 years
God forbid the gaming nerds made a Union and stopped putting up with this shit.
Not that it will change much, but when they rape your ass, they have to pay for the privilege.
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Post by alanc9 on Nov 7, 2017 3:47:31 GMT
/facepalm Whatever dude. If the market for the games weren't there, then the games wouldn't exist. It's simple supply and demand. Look, if you don't want to bother making a coherent argument, that's par for the course around here. But you accused river82 of a logic error without delivering the goods. He simply didn't say what you said he said.
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Post by goishen on Nov 7, 2017 3:55:53 GMT
/facepalm
Oh good god. More incomplete logic. Logic that only goes as far you want it to go, and no further.
The market, by growing in size, will pay for your growing teams in spades.
But keep on arguing these points man. They matter. You're fighting the good fight.
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Post by PapaCharlie9 on Nov 7, 2017 5:07:37 GMT
Do people actually make the "microtransactions are required" argument often? I have, in these forums. I also made a thread about this same video in Anthem, but now that I see that it started here before, I'll point the other to here. Here's what I said: I'm on record in these forums for giving devs a pass for the uptrend in monetization schemes: micros, lootboxes, subscriptions, etc. I don't like it, but it seemed to be a logical consequence of AAA games getting more expenive to make while the sticker price remains the same for years. So when I saw this Tarmack video drop with the title "Video Games Are Not Too Expensive To Make" I was ready to open a can of YT comment section whupass. But, after watching the vid, I have to say I'm persuaded. Nothing like actual data to make a case. TL;DW -- he uses public SEC filings data to show aggregate revenue and expenses for EA, Activision, etc., and depending on the category, costs are either flat or down trending. He concludes that devs do have a choice (unlike what they claim), but greed and Wall Street's preference for predictable revenue (evened out quarter to quarter, instead of spikey around releases) are what motivate the rise in micros and loot boxes One quibble I have with his analysis is that there is a context in which rising cost can be seen: in a franchise where each successive installment takes additional years to make. Time x headcount is usually the largest R&D cost, so increasing the amount of time, even with constant headcount, would mean higher cost, installment over installment. The fact that the overall expense trend is flat has more to do with fewer AAA games being made per year, as he notes, not that installment over installment costs are flat, which can't be true unless labor costs are going down, which they aren't.
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Post by river82 on Nov 7, 2017 5:22:22 GMT
Do people actually make the "microtransactions are required" argument often? The fact that the overall expense trend is flat has more to do with fewer AAA games being made per year, as he notes, not that installment over installment costs are flat, which can't be true unless labor costs are going down, which they aren't. That is correct, and is just one of the many things which corrupts his analysis.
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Post by KaiserShep on Nov 7, 2017 5:31:31 GMT
Manufacturing discs costs money. Marketing costs way more, and the games would sell anyway. Marketing of video games has tried to universalize gaming as a past-time everyone enjoys. That is simply not the case, never will be, and they market primarily to deaf-ears. The marketing lands on the salivating fans, but they knew more about the game before they saw the marketing. It, like the pharmaceutical industry, is in the business of selling shit people don't want or need to them and convincing them that is a good thing. Unfortunately, most of the sheep baah and chew on the grass. Not sure it really works like the pharmaceutical business though, because at least the pharmaceutical business will often provide products people do need, it just has the whole gaming the patent system, decades-long monopolies and shitty exorbitant prices as part of its crappy package deal.
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Post by alanc9 on Nov 7, 2017 5:47:03 GMT
/facepalm Oh good god. More incomplete logic. Logic that only goes as far you want it to go, and no further. The market, by growing in size, will pay for your growing teams in spades. But keep on arguing these points man. They matter. You're fighting the good fight. You need to put numbers on that to actually have the argument. And remember, I'm not actually taking a position on the substance here. I just thought your response to river82 was lame.
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Post by Deleted on Nov 7, 2017 6:09:34 GMT
The way it seems to me is that the business is real competitive, and a pub doesn't want to sell at a price higher than the competition, so they've come up with different revenue schemes without raising the price for the base game. It's a copycat industry and everyone else starts to do it. I imagine sometimes they go over the top with the DLC not offering good value, and others where it's not necessary at all.
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Post by river82 on Nov 7, 2017 6:13:40 GMT
/facepalm Oh good god. More incomplete logic. Logic that only goes as far you want it to go, and no further. The market, by growing in size, will pay for your growing teams in spades. But keep on arguing these points man. They matter. You're fighting the good fight. You need to put numbers on that to actually have the argument. Well, there is undoubtedly a bigger market for games than there was 20 years ago, but that's in part driven by necessity. The hunt for better graphics, voice acting, cinematics, 4k resolution, VR, and the inclusion of "awesome buttons" ( ) has meant that Publishers need to aggressively market the game to the widest possible audience in order to recoup costs and bring in large wads of dosh to fund the next wallet-breaking adventure. King and Supercell combines spent close to a billion dollars marketing their games in 2014 and they just do piddly social games. AAA publishers sometimes spend over a hundred million dollars marketing a single title. The lower cost of the game, the fewer people need to buy that game and the less marketing you need. Real low cost games can just survive by word of mouth. Let's say EA makes 700 million dollars net income. That may sound like a lot of money whereas in reality that will fully fund and market 3-4 top quality games. WOOOOW, that's a lot of games right? Now imagine if 2 of those fail or get cancelled 2 years into development (which isn't a rare practice.) AAA gaming is incredibly high risk, and people have been warning for many years now that consumers will start to bear the cost of some of that risk. Of course they can just whack out Madden every year and 3 more Sims expansion for some surefire dosh but still ... The scummy practices (like yearly sport games and high priced expansions) will help fund the high risk games. Take Activision for example, a lot of their income comes from World of Warcraft (which can die in a fire) but the profit of that game probably helped fund Destiny, which cost well over 100 million dollars to fully develop. Remember when Activision's boss came out and said they were spending half a billion dollars on developing and marketing the Destiny franchise (the whole franchise not just the first game)? That's a lot of money and Activision hopes it will help sure up falling revenue. Awesome right? But what happens if it had failed? Those are incredibly high stakes they're gambling with. Gamers, and youtube personnel that like to spout edgy theories for clicks and money, have a limited understanding of how things actually work. Also the market realities of gaming have all but eradicated the AA game industry, (or the people sitting just below AAA.) Too much cost for too little reward, they can't survive.
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Post by alanc9 on Nov 7, 2017 6:35:39 GMT
AAA gaming is incredibly high risk, and people have been warning for many years now that consumers will start to bear the cost of some of that risk. Of course they can just whack out Madden every year and 3 more Sims expansion for some surefire dosh but still ... The scummy practices (like yearly sport games and high priced expansions) will help fund the high risk games. Take Activision for example, a lot of their income comes from World of Warcraft (which can die in a fire) but the profit of that game probably helped fund Destiny, which cost well over 100 million dollars to fully develop. Remember when Activision's boss came out and said they were spending half a billion dollars on developing and marketing the Destiny franchise (the whole franchise not just the first game)? That's a lot of money and Activision hopes it will help sure up falling revenue. Awesome right? But what happens if it had failed? Those are incredibly high stakes they're gambling with. Not all that different from Hollywood in many respects. But an AAA game seems to be bigger relative to its publisher than a big film is relative to its studio. And the vid does make the point that MTs, etc., are to gaming what streaming and cable are to movies. The weird thing about the vid is that it doesn't actually make the case the title says he's making. He's actually making a pretty good case for doing MTs as long as AAA budgets stay in the current space. The problem with sticking with risky strategies is that sooner or later you roll snake-eyes and you're done. The alternative strategy of releasing many smaller games is viable too, but it would require a lot of rethinking and restructuring, and it's not clear that gamers would like that better. (There's a reason we're seeing one Thor: Ragnarok instead of 40 Get Outs this month.)
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Post by river82 on Nov 7, 2017 9:35:29 GMT
The problem with sticking with risky strategies is that sooner or later you roll snake-eyes and you're done. It wouldn't be so bad if publishers could get most of the money from disc sales, but they can't. With your average video game, of the 50 or 60 dollars you pay for that game some of the money goes to retailer mark up, some goes to distribution costs, then you have platform royalties (Microsoft and Sony take a percentage of the pie if you release on console,) and any costs of returns. Then you have taxes which must be paid. Then you need to take into consideration that not everybody buys the game at full price (sales). Even digital sales on Steam require a fair percentage to go to Valve. So a lot of people think if a game sells 1 million copies, well 1 million * 60 = tons of money but that's nowhere close to being true. In fact Zach Wilson, ex dev of Visceral, he said Dead Space 2 took 60 million dollars to make, sold 4 million copies, and underperformed. And you just sit there and think ... nah, this just isn't sustainable xD (twitter image nicked from Neogaf forums)
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Post by river82 on Nov 7, 2017 12:29:47 GMT
Should probably leave these 2 images here also: IMO (though I'm not a game dev) the 30 dollar estimate sounds a tad high even without taking into consideration copies bought on sale and tax and stuff. Other people within the community puts the percentage publishers earn a tad lower but *shrugs*.
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Post by goishen on Nov 7, 2017 13:00:16 GMT
You need to put numbers on that to actually have the argument. Well, there is undoubtedly a bigger market for games than there was 20 years ago, but that's in part driven by necessity. I stopped reading at this point. That's fine, if you wanna live in fantasy land, so be it.
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Post by azarhal on Nov 7, 2017 14:26:31 GMT
The problem with sticking with risky strategies is that sooner or later you roll snake-eyes and you're done. It wouldn't be so bad if publishers could get most of the money from disc sales, but they can't. With your average video game, of the 50 or 60 dollars you pay for that game some of the money goes to retailer mark up, some goes to distribution costs, then you have platform royalties (Microsoft and Sony take a percentage of the pie if you release on console,) and any costs of returns. Then you have taxes which must be paid. Then you need to take into consideration that not everybody buys the game at full price (sales). Even digital sales on Steam require a fair percentage to go to Valve. So a lot of people think if a game sells 1 million copies, well 1 million * 60 = tons of money but that's nowhere close to being true. In fact Zach Wilson, ex dev of Visceral, he said Dead Space 2 took 60 million dollars to make, sold 4 million copies, and underperformed. And you just sit there and think ... nah, this just isn't sustainable xD (removed) It under-performed because a $60m budget requires ~4m copy sold to break even at release price, but if you don't get more than 4m copy sold, you have $0 to make another game because you generated no profits. To allow making another game, a $60m budget game requires around ~8m sales. That's actually one of the reasons why BioWare game budgets haven't really gone up. Their games have issues breaking over the 4m sales barrier (at release price) which means their budgets needs to stay around the $30m mark or lower to generate enough profit to make another game. I even think EA is asking them to go lower now. ME3 budget was $30m for ~2 years, but MEA had a budget of $40m over ~5 years. $15m/year vs $8m/year...
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Post by Lebanese Dude on Nov 7, 2017 14:28:56 GMT
Whether it's a million or a trillion dollar budget game, it would still not satisfy gamers who think the game would have been better if something was included or another was excluded.
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Post by Sanunes on Nov 7, 2017 14:42:02 GMT
Should probably leave these 2 images here also: {snip} IMO (though I'm not a game dev) the 30 dollar estimate sounds a tad high even without taking into consideration copies bought on sale and tax and stuff. Other people within the community puts the percentage publishers earn a tad lower but *shrugs*. Here is a piece AskAGameDev wrote about potential profits. The $30 fee is possible if they are not using a licensed IP such as Star Wars, so there is a good chance with Mass Effect and what BioWare creates EA does make about $30 off a physical sale. Here is the article LinkI will include another piece where he talks about the unsustainability of the current AAA market and touches on the biggest cost of development the labor Link
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Post by Superhik on Nov 7, 2017 14:43:34 GMT
It wouldn't be so bad if publishers could get most of the money from disc sales, but they can't. With your average video game, of the 50 or 60 dollars you pay for that game some of the money goes to retailer mark up, some goes to distribution costs, then you have platform royalties (Microsoft and Sony take a percentage of the pie if you release on console,) and any costs of returns. Then you have taxes which must be paid. Then you need to take into consideration that not everybody buys the game at full price (sales). Even digital sales on Steam require a fair percentage to go to Valve. So a lot of people think if a game sells 1 million copies, well 1 million * 60 = tons of money but that's nowhere close to being true. In fact Zach Wilson, ex dev of Visceral, he said Dead Space 2 took 60 million dollars to make, sold 4 million copies, and underperformed. And you just sit there and think ... nah, this just isn't sustainable xD (removed) It under-performed because a $60m budget requires ~4m copy sold to break even at release price, but if you don't get more than 4m copy sold, you have $0 to make another game because you generated no profits. To allow making another game, a $60m budget game requires around ~8m sales. That's actually one of the reasons why BioWare game budgets haven't really gone up. Their games have issues breaking over the 4m sales barrier (at release price) which means their budgets needs to stay around the $30m mark or lower to generate enough profit to make another game. I even think EA is asking them to go lower now. ME3 budget was $30m for ~2 years, but MEA had a budget of $40m over ~5 years. $15m/year vs $8m/year... Do we have any actual verification on 40 million budget? I find it very hard to believe that Bethesda and CDPR manage to hit +70 mark( with marketing included), while BW doesn't with number of employees working on project, production values, MP, amount of voice acting, etc, etc... with overall production extending over nearly 5 years.
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Post by rras1994 on Nov 7, 2017 14:52:04 GMT
Should probably leave these 2 images here also: {snip} IMO (though I'm not a game dev) the 30 dollar estimate sounds a tad high even without taking into consideration copies bought on sale and tax and stuff. Other people within the community puts the percentage publishers earn a tad lower but *shrugs*. Here is a piece AskAGameDev wrote about potential profits. The $30 fee is possible if they are not using a licensed IP such as Star Wars, so there is a good chance with Mass Effect and what BioWare creates EA does make about $30 off a physical sale. Here is the article LinkI will include another piece where he talks about the unsustainability of the current AAA market and touches on the biggest cost of development the labor LinkAsk a Game Dev actually recently wrote about this video linkBasically, they point out while the costs for publishers have gone down, they are making far fewer games now. The no. of games created has diminished at a rate much greater than the cost. So, basically games are still expensive to make and Publishers seem to be taking less risks with them
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Post by rras1994 on Nov 7, 2017 14:59:22 GMT
It under-performed because a $60m budget requires ~4m copy sold to break even at release price, but if you don't get more than 4m copy sold, you have $0 to make another game because you generated no profits. To allow making another game, a $60m budget game requires around ~8m sales. That's actually one of the reasons why BioWare game budgets haven't really gone up. Their games have issues breaking over the 4m sales barrier (at release price) which means their budgets needs to stay around the $30m mark or lower to generate enough profit to make another game. I even think EA is asking them to go lower now. ME3 budget was $30m for ~2 years, but MEA had a budget of $40m over ~5 years. $15m/year vs $8m/year... Do we have any actual verification on 40 million budget? I find it very hard to believe that Bethesda and CDPR manage to hit +70 mark( with marketing included), while BW doesn't with number of employees working on project, production values, MP, amount of voice acting, etc, etc... with overall production extending over nearly 5 years. I think that the $40 million budget doesn't include marketing, and I'm going to point out that Montreal has a lot of tax incentives for game design going one, so that could have made it much cheaper to hire devs. If I remember correctly in Jason Schrier's Visceral Shuts down article, he stated that it cost $16,000 per month per dev in California compared to $10,000 in Montreal or Austin. I think there where roughly 80 devs in Montreal so thats roughly 9.6 million dollar per year. So for 5 years, it's $48 million, though that would be assuming that they had a full dev team of 80 people for the full 5 years, which is unlikely as they would have had a pre-production period with a lot less staff. So I would argue a $40 million budget sounds about right?
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Post by Sanunes on Nov 7, 2017 15:10:59 GMT
Do we have any actual verification on 40 million budget? I find it very hard to believe that Bethesda and CDPR manage to hit +70 mark( with marketing included), while BW doesn't with number of employees working on project, production values, MP, amount of voice acting, etc, etc... with overall production extending over nearly 5 years. I think that the $40 million budget doesn't include marketing, and I'm going to point out that Montreal has a lot of tax incentives for game design going one, so that could have made it much cheaper to hire devs. If I remember correctly in Jason Schrier's Visceral Shuts down article, he stated that it cost $16,000 per month per dev in California compared to $10,000 in Montreal or Austin. I think there where roughly 80 devs in Montreal so thats roughly 9.6 million dollar per year. So for 5 years, it's $48 million, though that would be assuming that they had a full dev team of 80 people for the full 5 years, which is unlikely as they would have had a pre-production period with a lot less staff. So I would argue a $40 million budget sounds about right? This was something Aaryn Flynn said about the development of Andromeda when talking about how Alberta needed to think about tax cuts there. Source
Edit: That would be in Canadian funds, so probably between $75 and $80 million US.
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Post by rras1994 on Nov 7, 2017 15:19:37 GMT
I think that the $40 million budget doesn't include marketing, and I'm going to point out that Montreal has a lot of tax incentives for game design going one, so that could have made it much cheaper to hire devs. If I remember correctly in Jason Schrier's Visceral Shuts down article, he stated that it cost $16,000 per month per dev in California compared to $10,000 in Montreal or Austin. I think there where roughly 80 devs in Montreal so thats roughly 9.6 million dollar per year. So for 5 years, it's $48 million, though that would be assuming that they had a full dev team of 80 people for the full 5 years, which is unlikely as they would have had a pre-production period with a lot less staff. So I would argue a $40 million budget sounds about right? This was something Aaryn Flynn said about the development of Andromeda when talking about how Alberta needed to think about tax cuts there. Source
Edit: That would be in Canadian funds, so probably between $75 and $80 million US. So since that includes marketing which is usually the same cost as development, it would come to about $40 million US to just develop the game. I think however the tax breaks probably really helped keep cost down a lot, as I think they actually created more jobs in Montreal in EA Motive as well as keeping the jobs from BioWare Montreal (by absorbing them into EA Motive).
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Post by Sanunes on Nov 7, 2017 15:27:14 GMT
This was something Aaryn Flynn said about the development of Andromeda when talking about how Alberta needed to think about tax cuts there. Source
Edit: That would be in Canadian funds, so probably between $75 and $80 million US. So since that includes marketing which is usually the same cost as development, it would come to about $40 million US to just develop the game. I think however the tax breaks probably really helped keep cost down a lot, as I think they actually created more jobs in Montreal in EA Motive as well as keeping the jobs from BioWare Montreal (by absorbing them into EA Motive). I agree, I think they moved a lot of people from both BioWare Montreal and Visceral to other studios that had projects in the works and needed more people to continue development. The closure of the two studios seemed to be more of a "we don't have an active project, so lets move people to other active projects" move instead of "close it down and fire everyone".
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