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Numbers, MTx, and Fiscal sales discussion thread


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4 hours ago, Joe Cool said:

NPD: Loot box controversy having no impact on game sales

 

Despite consumer outcry, the analysis firm tells GamesIndustry.biz AAA titles with microtransactions still appear among biggest sellers

 

Oh, look, what a surprise. JRUfMiw.png

 

 

You can make difference by not buying games like SW BF 2 :P

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Buying less won't help. As far as they make a by the books AAA game they know they can get the casual/regular buyers through marketing alone. Buying more from developers who do not stand with this practice and making their games profitable might turn away some devs from this but yeah going back is going to be hard.

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https://www.resetera.com/threads/san-francisco-bay-area-developers-cost-16k-a-month-vs-10k-average-montreal-is-1-3rd-the-cost.1887/


 

Quote

 

San Francisco Bay Area developers cost $16K a month (vs $10K average), Montreal is 1/3rd the cost

 

his might also help anyone wondering why Eidos Montreal seems to do half the work on all of Crystal Dynamics' games, as Crystal Dynamics is also located in the Bay Area.

To expand this to an average AAA game with a 200 person development team (this is on the smaller side) and a three year development cycle (ditto), the total project cost would be:

$16,000 * 200 employees * 12 months * 3 years = $115,200,000 to make an upper-mid-sized AAA game in the Bay Area.

For comparison, The Legend of Zelda: Breath of the Wild had a peak team size of 300 people, and was in development for around five year total (at least several of which it had 200+ staff in). You can imagine how much more making a game like that would have cost in the Bay Area than in Kyoto.

 

 

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On 10/26/2017 at 0:42 PM, sobbii said:

you dont know how business works emoji14.png

Sent from my SM-G955F using Tapatalk
 

 

Hey? it's a 'Billion Dollar Business' okay! 

and you know where they came from. 

 

3 minutes ago, adity said:

Not my f**king problem. 

 

Exactly. 

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On 10/26/2017 at 3:58 AM, CM Sunny said:

Buying less won't help. As far as they make a by the books AAA game they know they can get the casual/regular buyers through marketing alone. Buying more from developers who do not stand with this practice and making their games profitable might turn away some devs from this but yeah going back is going to be hard.

 

Look at the recently released Cuphead and Hellblade, these games are very well made, top notch even and genuinely priced but people fall for other crap which has MT's in it. I don't think the problem is buying the game or even the DLC's but MT's which breaks the game or only obtained by paying extra money shouldn't be there and it should be ignored completely. The fight is with those greedy publishers not with the developers (yet). 

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8 hours ago, adity said:

Not my f**king problem. 

 

Except it is our problem. We (as a collective, gamers) have expectations (no matter how ludicrous) and we have allowed the industry to lead us (and itself in the process) down a path (of extreme abject stupidity) that is unsustainable and opaque to our ministrations. 

 

Just ask how many idiots over here pounce every time there is a price glitch on any game (especially on the PC side of things). You bemoan about price gouging, micro-transactions, sh*t for DLC but hey look ~33% off of Shadow of War Gold Edition. Buy. Buy. Buy. 

 

 

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8 hours ago, adity said:

Not my f**king problem. 

 

How is it not your problem? Not every country has the same economy. 

 

If you get a job in Bay Area, try surviving with $1k/month. Then you won't be saying not my problem. 

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11 hours ago, Heaven Angel said:

 

Look at the recently released Cuphead and Hellblade, these games are very well made, top notch even and genuinely priced but people fall for other crap which has MT's in it. I don't think the problem is buying the game or even the DLC's but MT's which breaks the game or only obtained by paying extra money shouldn't be there and it should be ignored completely. The fight is with those greedy publishers not with the developers (yet). 

 

Yeah, and guess what? Hellblade after being made on a tight budget with a small team, sold over million copies and barely break-even.

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10 minutes ago, Sach4life said:

 

Yeah, and guess what? Hellblade after being made on a tight budget with a small team, sold over million copies and barely break-even.

 

Must be the first for Ninja Theory after 3 flops in a row :lol:

 

Btw the game did much better financially than NT expected so hopefully more and more devs follow this strategy instead of sending SOS flares out of their asses.

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3 minutes ago, CarbonCore said:

 

Must be the first for Ninja Theory after 3 flops in a row :lol:

 

Btw the game did much better financially than NT expected so hopefully more and more devs follow this strategy instead of sending SOS flares out of their asses.

 

That is pretty sad if break even is more than what you expect before making a game.

 

 

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Well after sinking Sony's $25M on a 5 hour mediocre game and then nearly killing a decade old fan favorite franchise, and then making another expensive flop, breaking even is a massive upgrade for NT. Most AAA studios pack up after first disaster. And from now on everything is pure profit because they don't have to worry about 2nd hand market or publisher fees or retail cut. Heck the game is still holding its original value after 3 months and hasn't been on sale yet, at least on PS4.

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47 minutes ago, Sach4life said:

 

Yeah, and guess what? Hellblade after being made on a tight budget with a small team, sold over million copies and barely break-even.

 

22 minutes ago, Sach4life said:

 

That is pretty sad if break even is more than what you expect before making a game.

 

 

Yeah, as if now they are going to remove the game from PSN and Steam after break-even. Game has broken even within 3 months of launch without seeing a price cut so far. Ninja Theory was expecting it to take 6-9 months.

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46 minutes ago, GeraltOfRivia said:

 

 

Yeah, as if now they are going to remove the game from PSN and Steam after break-even. Game has broken even within 3 months of launch without seeing a price cut so far. Ninja Theory was expecting it to take 6-9 months.

 

Majority of the earning from games are within 3-6 months, not when are on sale for more than 50%.

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1 hour ago, CarbonCore said:

Well after sinking Sony's $25M on a 5 hour mediocre game and then nearly killing a decade old fan favorite franchise, and then making another expensive flop, breaking even is a massive upgrade for NT. Most AAA studios pack up after first disaster. And from now on everything is pure profit because they don't have to worry about 2nd hand market or publisher fees or retail cut. Heck the game is still holding its original value after 3 months and hasn't been on sale yet, at least on PS4.

 

I would love if they do end up making good profit at the end. I am all for single player experiences as i have no interest in MP games.

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  • Heaven Angel changed the title to Numbers, MTx, and Fiscal sales discussion thread

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