SneakyStephan
Banned
Wonder how much of that was pissed away on marketing....
This is why the industry needs to change. Seriously, $66m for a lot of pretty graphics. I wonder how much Far Cry 3 cost, I imagine Ubisoft did it for less than half that cost, I very much doubt console gamers will be able to tell the difference and since that is where the majority of sales come from Ubisoft will be laughing.
To add some perspective to this, Nintendo spent around $40 million on marketing for Wii Fit.
Are we sure this doesn't include marketing?
That's seems like a lot of money for a game with apparently such a short campaign. People said it took 5 hours to beat the game.
Eiolon said:You have a higher allowance for marketing when your games cost 5% of that to make.
If the bulk of the programmers that developed the engine are working on the next interation of the engine or some other project why would you count their pay as part of the budget?Marketing spend is based solely on projected return. Its essentially an investment, not a "magic wand" that guarantees a profit!
Its also not something you can completely divorce from general development costs, because its all time-critical. You need a product ready to ship when promotion is at maximum efficiency/visibility or else you are throwing money away.
What this means is that milestone dates must be met, justifying additional expenditure on the development side like outsourcing asset production for reasons of time not production capacity.
One last thing. Just because they had engine tech in place already that doesn't mean to say that costs will be any lower. The bulk of the cost goes on staffing and stuff related to that; things that only go away when you lay people off and scale down your office, stop maintaining costly per-chair software licenses etc.
What revenue are you using per copy sold?
Took me 9-10.
Took me 5 (maybe 5 and a half) in one sitting, and I did a lot of stealthing, bet I could rambo through in 3.5 hours on a second playthrough if I wanted to.
Dali said:If the bulk of the programmers that developed the engine are working on the next interation of the engine or some other project why would you count their pay as part of the budget?
So it costs 66$ million to create assets?
Halo 4 : 60m
http://www.joystiq.com/2012/10/25/spencer-halo-4-is-microsofts-most-expensive-game/
Gears 2 : 10m
God of War 3 : 44m
Gran Turismo 5 cost $60 million a full year before it came out.
The game was announced at E3 2005, so we can assume it was in development for 3-4 at that time, and they had to scan hundreds of cars and tracks and model them, plus record sounds and built an entirely new engine and deal with online and multiplayer for the very first time.
It doesn't really matter to be honest. The keyword is "Burn Rate"; whatever its costing you to keep your business afloat (payroll, infrastructure costs, business expenditures etc) must be outstripped by your income or you are basically dying at some rate.
The problem that's been eating away at the industry is that as user expectations have risen for top titles, the number of hands on deck needed at peak-production times has spiked to the extent that it's basically unsustainable for all but the biggest of companies.
This results in a situation where staff get hired on short-term contracts or get unceremoniously laid off at the end of a project; which is bad for team-unity, bad for continuity of quality, and especially bad for the workers who are treated like disposable, hot-swappable commodities.
Avoiding that places a massive onus on employers to somehow sustain hugely expensive workforces for a market that is mercurial in the extreme. One flop and suddenly that big team of top talents you've painstakingly assembled is bleeding you out at thousands of dollars a month.
This is not an easy business for anyone.
Final Fantasy VII had a $145 million budget. ($45 million development, $100 million marketing). This game is from 1997.
Gran Turismo was $80 million, btw.
All good points. I'm simply disagreeing with your notion that an engine already being in place not affecting game budget. What you're talking about is the big picture. The operating cost as a whole. The employees on payroll, liceneses etc.you mentioned, wouldnt be a part of crysis 3s budget if they are doing r&d or whatever to just be on payroll would they? No thatd be budgeted diferently id imagine.
Yerli strikes me as a dumbass.You might want to add the whole interview to the OP
Best part is he pretty much acknowledges that consolizing Crysis ruined the two sequels.
Funny that the huge budget and they still could not surpass the original game.
I started another run through of Crysis 1 last night.
Its so much better than 2 & 3 its not even funny.... It even now it looks miles better now I can run it at 1920x1080 at 60fps and 4xMSAA.
I don't understand how this works out. The game is simply smaller in scope than Crysis 2 and has the engine already developed. I would assume the point of Crysis 3 was to help amortize costs from the development of 2--which could be factored into this number here.
I don't believe the game cost 66MM on its own. If it did, just shut down the industry wholesale.
GT5 and GT5rologue are the same 60M$ budget. Polyphony spends average of 10M$ annualy because they never stop working. Also, their game budgets are heavily inter-sected because they are integrating projects into one-another and also share various developments with non-gaming projects they're working on.
I don't understand how this works out. The game is simply smaller in scope than Crysis 2 and has the engine already developed. I would assume the point of Crysis 3 was to help amortize costs from the development of 2--which could be factored into this number here.
I don't believe the game cost 66MM on its own. If it did, just shut down the industry wholesale.
Is this where they start whinging about PC gaming and piracy again and that's why it didn't sell as well as they wanted?
Such a waste of money. Almost $70 million for a 5 hour game that's pretty small in scope compared to the first 2, almost a straight up linear shooter. I hope it bombs heavily, they deserve it.
Such a waste of money. Almost $70 million for a 5 hour game that's pretty small in scope compared to the first 2, almost a straight up linear shooter. I hope it bombs heavily, they deserve it.
It was also created in 2008 when the dollar was worth more, $66 million isn't surprising at all for a game of it's type.
So it took them $66M to make a mediocre 5 hour SP campaign, even with recycled assets from the prequel. Good going, Crytek. I hope your F2P/microtransaction future works out for you (no, I don't).
This is ridiculous and I seriously cannot understand how they can justify the budget. I guess if you slash multiplatform development costs you get a 50 million budget, but even then it's ludicrous because this was a short game, with very very little changes in the gameplay formula, there's very little in the way of voice acting, it's all in one location and the assets seem to be re used a lot as there aren't even many individual human or alien characters (There's like 3 different human characters other than you in the whole game). Engine isn't new.
Halo 4 has bigger production values than Crysis 3, yet the later has a bigger budget.
It wouldn't surprise me one bit if the $66m included marketing. Most, if not all, of the Crysis ads look like they were produced in-house at Crytek. With the biggest costs being timeslot reservations, magazine ad space and the ZZ-Top song licensing.
Zero chance the game itself was $66 mil.
Planning + Engine + Development + Marketing? Seems more likely.
Engine was already built during 2