Go_Ly_Dow
Member
Thanks, not sure if accurate. Might just get a number plucked out of thin air.
I think you'd class Rift Apart, ALan Wake 2, Lords of the Fallen and Immortals of Aveum in there so between $60 million to $125 million based on that. Although I'd ssay the problem is apparent in costs when you look at Immortals and Callisto for example.
Ai is going to be leveraged hard AND we're going to be paying $89 for games.AI is going to get leveraged hard or we're going to be paying $89 for games and blue-hairs will still force us to buy them in the same quantity. Only one of these scenarios is realistic.
Scalability is the key to this discussion imho.
Lets not forget that the entire AAA phenomenon came about because the preexisting AA (then called B-tier) model was perceived to have failed. Back in the late 90's the idea was basically that the odd breakout success underwrote the losses/break-evens within a raft of product.
So then, shouldn't the question be whether the economics of production have changed over the years such that this older model should be readopted? An answer probably best demonstrated through relative profitability versus production cost at all scales.
My suspicion is that if anything the differential has worsened due to the fact that its comparatively more time consuming and complicated to make any sort of game these days.
Pretty sure that Spider-Man 2 figure covered all projects. SM2, Wolverine, Venom, SM3, Ratchet and Clank, XMen.
That means you have not read the leaks thenPretty sure that Spider-Man 2 figure covered all projects. SM2, Wolverine, Venom, SM3, Ratchet and Clank, XMen.
The headcount was for all staff and they have multiple teams working on multiple projects.That means you have not read the leaks then
Most issues I've read about that drive up costs seems to be changing decisions or scope creep in games - or rewrites meaning redoing mocaps. I was astonished when reading about the God of War pitch that they had no working combat proof of concept. That alone would have taken a long time to iterate on and get right. Just seems odd that you can pitch on an unknown
I found it's hard to believe that BOTW was bigger in content than FF7R. More fun maybe. I don't know, haven't played it. More fun isn't more content thoI mean, BOTW apparently had a budget closer to FF7R, but the former has 10x more content than the latter.
I saw the trailer for the announcement back then and was instantly hyped and wanted to play the game. but the trailer came much too early, perhaps also as a kind of "kickstarter" program to see if there was any interest among the players.Cyberpunk actually had much longer development cycle as the game was originally announced back in 2012. It was always on a backburner as Witcher 3 was CDPR's main project. To my understanding the project was rebooted and refocused in 2016, but I'm fairly certain some of the money they counted here went for initial trailer from 2013 and all of the development made between 2012 and 2016
Witcher 3 | $81 million | 3 and a half years | 2015
Starfield | $300-$400 million | 8 years | 2023
I always wondered why once a game is up and running the developers don't just make another game with new locations, etc. But essentially have all the other stuff already worked out. Similar to what you're proposing.I was thinking today that it would be awesome if developers started making expansion packs/period sequels to beloved games from the past. Like, imagine Mario Galaxy 3, or Halo 3 Part 2. Same graphics and gameplay. It’d be so much cheaper than developing a modern game, and people would eat that shit up.
Halo 2 | $120 million | 2-3 years
This is a "fun" one.
For some context, the game was in development hell and had the biggest crunch ever.
The demo that was shown at e3 2003 was smoke and mirrors and the game wouldn't have worked as it was, the engine had to be reworked and the real work of getting the game to gold only happened a few months before release.
Nevertheless, Halo 2 was worked on after the success of Halo CE, even if a lot of things had to be thrown out and rewritten during development.
For more information, look into the linked article - it's a nice read.
Prototyping, pre-production and full production are all part of the development process though. I think it's very misleading to claim it shouldn't be included as development time as regardless how we phrase it CD Projekt has invested time, resources and money into creating the stuff prior the full production from 2016. Heck, even money spent on the first trailer and for creating their vision for Night City in 2077 implies they spent time on conceptualising how this game should lookI saw the trailer for the announcement back then and was instantly hyped and wanted to play the game. but the trailer came much too early, perhaps also as a kind of "kickstarter" program to see if there was any interest among the players.
There were certainly already ideas and concepts in the background, but as far as I've read, the team was busy with Witcher 3 and the add-ons, especially Blood & Wine, released in may 2016.
Only after that is the "real" development of CP2077 supposed to have started.
Yes, that may all be true. I am not claiming the opposite.Prototyping, pre-production and full production are all part of the development process though. I think it's very misleading to claim it shouldn't be included as development time as regardless how we phrase it CD Projekt has invested time, resources and money into creating the stuff prior the full production from 2016. Heck, even money spent on the first trailer and for creating their vision for Night City in 2077 implies they spent time on conceptualising how this game should look
To my understanding, Cyberpunk had a small team spearheaded by a different game director (I believe his name was Mateusz Janik), while main bulk of CDPR was busy with creating The Witcher 3. They had an ambition of having two projects created simultaneously and ultimately failed as they overestimated the scope of both of these games and manpower needed to make them happen. When they finished working on Blood & Wine, Cyberpunk has changed game director to Adam Badowski and they decided to scrap the older stuff, hit the reset button and create everything from scratch. But still, I feel time spent on it in the past still counts
I can try to look for some sources but it was at the time when CDPR wasn't as big as it is these days and most of them were on Polish websites. As an example, here is CDPR's half year report from 2014 (unfortunately in Polish) which directly says that the company financed the development of both Witcher 3 and Cyberpunk 2077. It doesn't have to mean that game was in full production, but it doesn't change the fact that some work was being done on it
The difference between those three is we know one of them has sold enough to be profitable so it isn't an issue for that one. The other two wont be making their money back (one 'may' do 'if' they release it on rival console(s))Spider-Man 2 | $300 million | 5 years (need source) | 2023
Starfield | $300-$400 million | 8 years | 2023
Callisto Protocol | $161.5million | 3 years | 2022
$300 million to copy paste.., $400 million worth of loading screens.. and $161 million worth of stutters.. What a waste.
Yes, that may all be true. I am not claiming the opposite.
Then you would have to define a fixed point in advance as to when a game is in development.
Does development begin with the idea in the visionary's head, does development begin when this idea is written down on paper, does development begin when talking to potential colleagues about this idea, does development begin when the first keystroke is made in the development environment, does development begin when the first salary is paid to developers ... you could go on and on.
As I said, you need a baseline for when a game is in development, but we won't be able to agree on this here, as we simply don't have insight into every single project and can only speculate based on reports.
Even if I agree with your statement, we simply have to stick to the sources we have.I feel it should be counted from the moment when the project gets officially greenlighted and a team is formed that begins working on it. Considering the game was announced on 2012 (back then it was announced as just Cyberpunk game, the full title was unveiled a year later) it means the project was already a signed thing, isn't it? I don't think they would outright announce it and keep an idea on a methaporical napkin for several years until 2016
Even if I agree with your statement, we simply have to stick to the sources we have.
We can't just say that it's been in development since it was announced because we don't know - we can only assume.
Work must have already gone into the trailer in the run-up to the announcement, so back to the question from earlier - what time do we pick?
Since we don't know that date of the official develepment start, but we have a linked source that gives a date, we'll have to go with that until we have better information.
Feel free to send a request to CDPR for an official statement, in my experience they respond to emails within a few weeks.
No worries. I'm just always baffled at the "game was developed only since 2016" narrative as to my understanding that statement was tied to the game entering full production stage which basically means that their design, prototypes and concepts for the game that they made earlier are completed and they can start working on translating them into complete project. There was a still a team of people who worked on the game before that reset button thingie and unfortunately as sometimes happens in game development, the project was internally rebooted from the ground up, while still retaining some of its ideas as Night City was always supposed to be a setting
Don’t forget that the average salary of Polish devs was like 3 to 5 times less than American devs, that must have helped a lot back then. Even if the team size was also pretty small (150 core devs for TW3, Eastern European devs are way more productive than those closer to the ocean)The Witcher 3 really stands out in that list with $81 million and 3 1/2 years......that game is huge and well designed.....seems like that game couldn't happen today with those stats,I guess it was 9 years ago.
Cool good idea for a thread.
Sorry to necro the thread but Cyberpunk leaks showed that there was a 2013 build of it with enviorments, characters voiced and animated, and a playable version of a half-built quest. It was also, curiously enough, in third-person. It's possible that Cyberpunk was being redeveloped and restarted in some way all the way up until 2018-2019 when the Johnny Silverhand-Keanu Reeves storyline was set in stone.Prototyping, pre-production and full production are all part of the development process though. I think it's very misleading to claim it shouldn't be included as development time as regardless how we phrase it CD Projekt has invested time, resources and money into creating the stuff prior the full production from 2016. Heck, even money spent on the first trailer and for creating their vision for Night City in 2077 implies they spent time on conceptualising how this game should look
To my understanding, Cyberpunk had a small team spearheaded by a different game director (I believe his name was Mateusz Janik), while main bulk of CDPR was busy with creating The Witcher 3. They had an ambition of having two projects created simultaneously and ultimately failed as they overestimated the scope of both of these games and manpower needed to make them happen. When they finished working on Blood & Wine, Cyberpunk has changed game director to Adam Badowski and they decided to scrap the older stuff, hit the reset button and create everything from scratch. But still, I feel time spent on it in the past still counts
I can try to look for some sources but it was at the time when CDPR wasn't as big as it is these days and most of them were on Polish websites. As an example, here is CDPR's half year report from 2014 (unfortunately in Polish) which directly says that the company financed the development of both Witcher 3 and Cyberpunk 2077. It doesn't have to mean that game was in full production, but it doesn't change the fact that some work was being done on it