Mail Archives: djgpp/1997/01/21/19:46:01
Mike Kulas wrote:
> developer. One thing to keep in mind is publishers, as a group, are not
> getting rich these days. Most did not do well this Christmas season.
Well, with games with $5-15M budgets, this seems only natural. I agree
entirely with your post, but I do think that a lot of publishers have
been going a little ape shit with their insistence on FMV (with name
brand actors), lots of cut scenes, multi-CD distributions, etc. etc. and
raising the overall cost of development significantly.
I think the adage of "$100K/person/year" for development is still valid
for a small development house (that's NOT all salary!), so games should
still be doable (from a purely engineering/artwork standpoint) for well
under $1M. But we're still seeing budgets of $5M+ because they're busy
hiring seven producers, a dozen actors (who aren't getting ANY less than
SAG minimums), a director, post-production specialists, foley and sound
specialists, etc.
Do games REALLY need a score or soundtrack from Brian May or Gravity
Kills?! Most people I know turn off music anyway.
And then you tack on their, er, overzealous ad campaigns (do you think
the ads for Descent 2 REALLY made a difference in sales?), etc. and soon
the price sky rockets.
So while I agree publishers earn their money, I don't have TOO much
sympathy for them since they have been less than frugal in the past few
years.
And publishers have hit a boon recently with 3D HW acceleration, where
they can subsidize HUGE portions of their development by supporting a
piece of hardware. I'm curious just how much revenue MW2 from
Activision generated JUST by supporting lots of different hardware.
> Things are a lot harder and a lot more complicated than I once thought. I
> used to think it was a natural part of evolution for any developer to turn
> into a publisher. Now, I'd rather stay a developer.
Agreed.
Brian
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