make friends with X number of X
kill X number of X
Move onto next stage and repeat

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Argh wrote:Shall we find a stake... er, nevermind...BLASPHEMY!
Hey look- behind you! It's Elvis! <runs>
that isn't art content, gameplay elements of said content, sound effects, scripts, explosions, sprites, playtesting... and soon we will start doing musical scores. Yeah, spring would be expensive.Brain Damage wrote:some food for thoughts
spring estimated development cost:
http://www.ohloh.net/projects/6454
springlobby estimated development cost:Project Cost
This calculator estimates how much it would cost to hire a team to write this project from scratch. More »
Include
Codebase 615,088
Effort (est.) 168 Person Years
$ 9,263,584
http://www.ohloh.net/projects/springlobby
Project Cost
This calculator estimates how much it would cost to hire a team to write this project from scratch. More »
Include
Codebase 111,605
Effort (est.) 28 Person Years
$ 1,553,88
100% correct, that was a cost analys of just the spring code, not to mention the content, the external support (hosting, ecc) that it requires. Making a game isn't cheap at all and IMHO 50 millions for how high it may sound is pretty reasonable considering the amount of work neededsmoth wrote:that isn't art content, gameplay elements of said content, sound effects, scripts, explosions, sprites, playtesting... and soon we will start doing musical scores. Yeah, spring would be expensive.
Not related to arghs goofy assertion.
SauceFiscal First Quarter Results (comparisons are to the quarter ended June 30, 2007)
Net revenue for the first quarter was $804 million, up $409 million as compared with $395 million for the prior year. During the quarter, EA had a net benefit of $231 million year-over-year related to the recognition of deferred net revenue for certain online enabled packaged goods games.
Don't mistake those for dumb luck though. Read this, it was written in November 2006. Rising game development costs are what enabled the Wii, the strategy is called a disruptive invention and it allowed steamrolling the market that got stuck in blockbuster mentality with cheap games.Argh wrote:Cheaper != equivalent.
Innovation != profitable.
Yes, yes... sometimes, somebody makes a DDR, a Smash Bros., etc., and innovation becomes profitable. Sometimes, you get a Wii.
Hell yeah braindamage, I reckon that those estimates are probably a bit on the optimistic side. People generally get what, 4-6 hours of actual coding time in daily at an 8 hour job? When you get to looking at it from the perspective of actually productive time you might end up with double that.Brain Damage wrote:100% correct, that was a cost analys of just the spring code, not to mention the content, the external support (hosting, ecc) that it requires. Making a game isn't cheap at all and IMHO 50 millions for how high it may sound is pretty reasonable considering the amount of work neededsmoth wrote:that isn't art content, gameplay elements of said content, sound effects, scripts, explosions, sprites, playtesting... and soon we will start doing musical scores. Yeah, spring would be expensive.
Not related to arghs goofy assertion.
Did you buy spore with the idea that when it opened it was going to be Earth v2.0 on your computer?Gota wrote:post.
I like this guy.Wolf-In-Exile wrote:Looking at the immense amount of procedural elements, the streamlined interface, and components that could be standalone games by themselves, i'd say fifty million is quite average, considering the sheer amount of work put into it.
It is quite inappropriate to compare it with small indie efforts, as Spore is really in a league of its own. Fifty million dollars might seem alot to 'normal' people, but its really chump change for massive corporations like EA, who reap revenues to the tune of hundreds of millions per month, or billions a year.
Look at EA's financial report if you don't believe me.
SauceFiscal First Quarter Results (comparisons are to the quarter ended June 30, 2007)
Net revenue for the first quarter was $804 million, up $409 million as compared with $395 million for the prior year. During the quarter, EA had a net benefit of $231 million year-over-year related to the recognition of deferred net revenue for certain online enabled packaged goods games.
Also, piracy is really an excuse to increase prices of games, while increasing their control over how they 'intend for you to use their products'. Piracy does affect sales, but far from the extent that is trumpeted by the media.
If you want your brain to melt, however, go look up financial reports for oil companies.
They get so much money that you, your ancestors, and all your future descendants probably will never see in person, ever.
Yeah.[TS]Lollocide wrote:Did you buy spore with the idea that when it opened it was going to be Earth v2.0 on your computer?Gota wrote:post.
I bought it and it was rougly what I expected, it played well, didn't feel like I was massively overpowered from the start (Played on medium), aside from the AI being abit of a dumbstick sometimes, it never felt that they were that stupid or unreasonable.
It also didn't have that annoying feeling of being a piss-poorly designed game (Aside from some issues with the placement of stuff on vehicles), it felt like someone had actually taken the time to tweak and fix 99% of the stuff. Which improved my overall score about it, since most games seem to be released nowadays with bugs up the arse (Alone in the Dark being a star in that....driving along in tha Taxi, hit a newspaper, end up in orbit).
Its also got this great feeling of not being too pressured, even when you're racing back to your village to defend against a raiding party you still don't get too worked up because the game warns you and you can arm up with enough time to meet them.
I figure this is one of the few games that doesn't fit anywhere in teh usual games catagory of action, adventure, etc because it isn't a stereotypical game in any sense. But I'd also say its a laid back game, enjoyable for most people.
And the masses laughed.Gota wrote:I Expected Spore to be Earth V2.0 on my less than supercomputer
The publisher only sees 40% of the gross, after all is said and done, and has to recover sunk costs, too. My math is fine.$50 x 1.5 mil sales = $75 mil
It's not, but it really is something else. I've heard some interesting things about new techniques used to make the game. Even if it doesn't sell well, or even break even, it's a good stepping stone for a new generation.And I don't care if the Sims sold super-well. This is not the Sims:
http://www.metacritic.com/games/platforms/pc/spore