FranXico
Member
Multiplayer based games with scheduled events.I don’t fully understand this. If the patch is ready, why is it simply not rolled out, why a pre-load?
Multiplayer based games with scheduled events.I don’t fully understand this. If the patch is ready, why is it simply not rolled out, why a pre-load?
Yeah I can see thatMultiplayer based games with scheduled events.
What do Sony now consider the minimum to qualify a success with regards to sale figers today.
What if say Ratchet and Clank fails (it won't) but if it does, will Sony just turn their back on Insomniacgames or will the Studio's track record give them a pass.
I don't mean this as a shot at the writter but the opinions in that thread just seem silly... outside of the leak about MGS being licenced out, people are just jumping to conclusions... some people are saying MS will buy the ip and kojima will work on it which to me is just silly.... it reminds me of this comment I just sawI am not referring to the owner of the thread but to a message within it.
Jaffe/Ross interview - Gays Gone cost about $200 million.
Jaffe/Ross interview - Gays Gone cost about $200 million.
And no way all the sales were done at $60 price tag, if anything that's an optimistic view.Jaffe/Ross interview - Gays Gone cost about $200 million.
Jaffe estimated sales around 5 million.
5 * 60 mil = $300 million to total. Take out 30% for support and sales channels and all that other stuff an DG probably made no profit attributable to the Bend studio itself. Maybe a loss in fact.
For a company like Sony to be effective, they need clear at least 50% - ideally they’d be looking to get a 2x ROI on a game.
They needed more like 10 million sales to make this a hit. Cue the PC release. They don’t need to win with every game but they need their winners to win big enough and to avoid too many losers.
Wait what? He said this?Jaffe/Ross interview - Gays Gone cost about $200 million.
Jaffe estimated sales around 5 million.
5 * 60 mil = $300 million to total. Take out 30% for support and sales channels and all that other stuff an DG probably made no profit attributable to the Bend studio itself. Maybe a loss in fact.
For a company like Sony to be effective, they need clear at least 50% - ideally they’d be looking to get a 2x ROI on a game.
They needed more like 10 million sales to make this a hit. Cue the PC release. They don’t need to win with every game but they need their winners to win big enough and to avoid too many losers.
And no way all the sales were done at $60 price tag, if anything that's an optimistic view.
But fuck, 200M for that game? Sounds like way too much. The Insomniac deal cost <300M and they produce success after success :O
Having a staff of 100 doesn't cost 50 million a year. More like 10-15 million tops.Well that’s the back of the napkin math based on what they said.
It was 5 years to make. They had 50 ish staff at first so that could get to $20million a year to run if the salaries, benefits and real estate are decent which I assume they are.
But Ross said they scaled up the team significantly so if it got to double or perhaps treble the size that could run to closer $50 million a year for the latter phases so yeah it could get up towards $200mil.
I don’t know these are just rough figures so I wouldn’t put a lot of faith in it.
I think one of the reasons companies like to keep this stuff under wraps is they don’t want to say exactly how much stuff costs vs how much they make partly because the big selling games
Might create a backlash from consumers thinking they’re being scalped.
Death Stranding is actually the best Kojima’s game created.Microsoft wants to buy Metal Gear license from Konami
Hopefully they'll make Liquid livewww.neogaf.com
I honestly hope that math is overinflated because fuck me what a waste. I got the game on ps plus and still didn't feel compelled to play past the area you start venturing alone.Well that’s the back of the napkin math based on what they said.
It was 5 years to make. They had 50 ish staff at first so that could get to $20million a year to run if the salaries, benefits and real estate are decent which I assume they are.
But Ross said they scaled up the team significantly so if it got to double or perhaps treble the size that could run to closer $50 million a year for the latter phases so yeah it could get up towards $200mil.
I don’t know these are just rough figures so I wouldn’t put a lot of faith in it.
I think one of the reasons companies like to keep this stuff under wraps is they don’t want to say exactly how much stuff costs vs how much they make partly because the big selling games
Might create a backlash from consumers thinking they’re being scalped.
Wait what? He said this?
Impossible. There is no way days gone cost $200 million. They are a 100 person studio. Nd is 350 people. So does that mean tlou2 cost $600 million?
Days Gone cost $200m the same way Halo Infinite cost $500m.
(as in, it didn't)
Timestamped.
You’re gonna need to suspend your ADHD through the ramble chat here.
Jaffe talks about AAA games being $200m (or north of, all told).
Later Ross says they started with 45 and then got a lot bigger (maybe 120) that they had a “big budget” and exceeded that budget by “a lot”.
It’s later in the vid davidjaffe offers the 5 mill sales estimate.
Do you deny the Holocaust too?
Meh, probably.
RausTFO
Not a chance in hell Days Gone cost $200 million lol
Its right there in the vid if you want to piece it together.
Now you know why DG 2 is not likely.
I think people are greatly underestimating the costs to produce this stuff and they’re probably out also underestimating how much money is made on a hit and/or mtx.
I believe some guys here have a false view of game budget.Its right there in the vid if you want to piece it together.
Now you know why DG 2 is not likely.
I think people are greatly underestimating the costs to produce this stuff and they’re probably out also underestimating how much money is made on a hit and/or mtx.
Timestamped.
You’re gonna need to suspend your ADHD through the ramble chat here.
Jaffe talks about AAA games being $200m (or north of, all told).
Later Ross says they started with 45 and then got a lot bigger (maybe 120) that they had a “big budget” and exceeded that budget by “a lot”. EDIt Ross also says selling 4 or 5 mil “just to break even”.
It’s later in the vid davidjaffe offers the 5 mill sales estimate.
you take an average of $100k per person, and thats $10 million per year. VERY generous AVERAGE even for studios high paying jobs like games designers and art designers since they only make up a portion of the studio and only people with a lot of experience get paid north of $100k. This studio is in Oregon too. Their average salaries should be lower.Having a staff of 100 doesn't cost 50 million a year. More like 10-15 million tops.
Timestamped.
You’re gonna need to suspend your ADHD through the ramble chat here.
Jaffe talks about AAA games being $200m (or north of, all told).
Later Ross says they started with 45 and then got a lot bigger (maybe 120) that they had a “big budget” and exceeded that budget by “a lot”. EDIt Ross also says selling 4 or 5 mil “just to break even”.
It’s later in the vid davidjaffe offers the 5 mill sales estimate.
If it's $200 million (sorry not enough evidence for me) then I am glad Sony shut them down. thats way too much.
wtf are they paying these 100 devs working in oregon of all places that is inflating the budget so much. Insomniac, ND and SSM are all in LA and employ far more people.
Yeah, I know that but its still not that much. That means those $10 million becomes $15 million a year with benefits and taxes. And again, they only scaled up in the latter half of the development cycle. Before that they were a 45 person studio for the longest time.The other thing is that for each employee’s net salary a large corp are paying probably 50%+ and maybe more in both taxes and benefits like medical cover, stock, 401k and whatever other stuff they provide.
Yeah, I know that but its still not that much. That means those $10 million becomes $15 million a year with benefits and taxes. And again, they only scaled up in the latter half of the development cycle. Before that they were a 45 person studio for the longest time.
I said this in another thread, but games just dont cost this much. RDR2 which took like 5 years and 7 internal studios and 3,000 devs working in western studios is probably a $200 million game. Remember those Destiny rumors where they said the first destiny cost $500 million? Well, turns out that was the entire 10 year contract Bungie signed with Activision to make Destiny games for 10 years. That means the studio cost $50 million a year to run. Which sounds normal for a 600 person studio like Bungie.
Timestamped.
You’re gonna need to suspend your ADHD through the ramble chat here.
Jaffe talks about AAA games being $200m (or north of, all told).
Later Ross says they started with 45 and then got a lot bigger (maybe 120) that they had a “big budget” and exceeded that budget by “a lot”. EDIt Ross also says selling 4 or 5 mil “just to break even”.
It’s later in the vid davidjaffe offers the 5 mill sales estimate.
Close but no cigar.
You had me until you mentioned a corporation paying taxesThat’s part of the problem, in that vid Ross says they hired more people - how do you convince the skilled staff not readily available in Bend to leave the development “hotspots” in Cali or their university towns where their buddies are?
Gotta offer enough to offset the change in lifestyle, and more limited career options from moving out to Oregon.
The other thing is that for each employee’s net salary a large corp are paying probably 50%+ and maybe more in both taxes and benefits like medical cover, stock, 401k and whatever other stuff they provide.
A developer costing US$150,000 a year salary is probably costing over $200k just on direct cost. Add in office space and equipment, power, aircon, coffee, donuts. Blah blah.
It seemed like Bend scaled up a lot during this project too so I think there’s inefficiencies present that ND and insomniac for example have already overcome.
Not the full update most were expecting... External USB utilisation is good, but the Internal SSD drive bay activation is still out of reach.Why?
Speed.Why?
Cerny marketing lies.SSD compression in PS5 again in the action
MLB 21 XSX/S - 72.4 GB
MLB 21 PS5 - 59.1 GB
Speed.
Cerny marketing lies.
Actually, they cant get out of paying the payroll tax which is 6%. Social Security + Medicaid. Every employee gets it deducted from their paycheck but every employer also has to match it per employee. So if they are paying $100k to a guy, that becomes $106k. Most top companies offer 401k matching upto 10% so add another $10k to that. Then you have medical insurance which is anywhere from 75%-100% if the company is trying to remain competitive. My company pays 75% of it and thats basically $1500 a month. So Todd is right, typically you have to add around 50% to every person's salary if you want to calculate their overall cost to their employer.You had me until you mentioned a corporation paying taxes
No, I know that. I was asking what else is missing, obviously no rational person is expecting external drives to run PS5 gamesSpeed.
Cerny marketing lies.
But then you offset the cost of doing business from actual taxes a company would have to pay. Money is shuffled around in "creative" ways so no actual taxes are paid by mega corporationsActually, they cant get out of paying the payroll tax which is 6%. Social Security + Medicaid. Every employee gets it deducted from their paycheck but every employer also has to match it per employee. So if they are paying $100k to a guy, that becomes $106k. Most top companies offer 401k matching upto 10% so add another $10k to that. Then you have medical insurance which is anywhere from 75%-100% if the company is trying to remain competitive. My company pays 75% of it and thats basically $1500 a month. So Todd is right, typically you have to add around 50% to every person's salary if you want to calculate their overall cost to their employer.
The city, state and federal taxes they can get out of, but city and state dont give them tax breaks beyond the first couple of years.
How's that one? Afaik there's just certification needed on SSDs that can match the i/o speeds of the internal drive. Unless I'm missing something, that's on SSD makers, not a firmware limitation.Not the full update most were expecting... External USB utilisation is good, but the Internal SSD drive bay activation is still out of reach.
Cerny marketing lies.