Ainem Enamas
Member
Then they really should lower the costs, reduce the number of people working on the project, make risky projects and constantly update gamers with the progress, and listen to the gamer's opinions on the game's progress and make changes if neededLike anything in life, it should be compared to expected sales and profits. In business, there's standard costs metrics like COGs and SG&A. The goal is to have a reasonable cost % and then have a decent forecasted amount of units sold. So do some math and see where it shakes out.
Problem is gaming is so volatile and most studios have no clue how it will sell (and how would they since most studios dont even show gamers the game until the final year when most dev costs are already done?), so it practically a random shotgun whether it will do well or not unless it's an established IP with predictable sales. And even that can be wonky when you got stuff like Veilguard bombing.
$100M budget is insane for shitty game selling 2M copies. But for COD that sells 20M copies and gets tons of mtx on top of it, $100M might be fine.