• ampersandrew@lemmy.worldOP
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    2 months ago

    The average person has absolutely no idea how much it costs to make a game, so any report that comes out for any game is enlightening. When Skullgirls developers tell people that it’ll cost $150k to make a single new character, and when other fighting game developers weighed in and said, “actually, that’s insanely cheap,” it level sets expectations for what a customer can actually expect out of a producer. The largest productions of their day during the era of the original Xbox and PS2 didn’t even typically come in at $50M per game. There are a lot of reasons why it can’t be exactly that anymore, but ballooning budgets are why the industry is in this spot where it’s wholly unsustainable, because if you’re spending hundreds of millions of dollars and you didn’t make one of the most successful games in the history of the medium, it won’t be making its money back.

    Iterating on a trend is smart business. Iterating on a trend over the course of 6 to 8 years is not, not only because it makes the game more expensive to make and raises the floor for success, but also because the audience for that trend has likely moved on. If Concord truly cost $400M to make, it adds one more data point for people to understand how much a game can cost, and maybe, just maybe, it will make more companies focus on building a game that they know they can afford to make rather than being all or nothing on one of the riskiest projects in history. That will keep people employed rather than rapid expansion from investment into a bubble and hundreds of layoffs when the project goes south.