Flying_Phoenix said:
I hate how in this generation anything that doesn't reach the 450,000 mark in its debut month is considered a bomba if it isn't a low budget indie game.
Not every game has the budget of Red Dead Redemption.
That's because it is. I just had in depth discussion on this topic in the Kinect 10 million thread, and looked it up.
It seems your "average" PS3/360 game takes anywhere form 15-30 million dollars to make. That's average. And apparently consoles exclusives are actually a bit cheaper to make than multiplatform titles. High end games reach around 50 million.
So for example game like Killzone is typically an above average development cost investment. Some are saying it's closer to the prequel cost(apparently around 45 million) while others are saying it's much cheaper. Without knowing for sure you can just go off this. For a 30 million dollar game, it requires roughly 1 million units of sales just to cover development costs. Which means if Killzone falls closer to the higher end like its predecessors(30 mil or above), and less towards the bottom end.....than 1 million units(world wide of course) may not even break even.
Which is why a number even as high as 450k can be considered a bomb. While a completely different game selling that same number can be considered a wild success(say if development cost was less than 10 million)
Years ago you didn't have that problem because most games cost a lot less to develop and were pretty close to each other. So you could easily say any game that crossed say 100k made money. You didn't have to worry about it. Now that's not the case because development costs of different games vary tremendously. A game could sell 2 million copies and be considered a bomb and failure if it cost 60 million to develop because it means it just broke even. Crazy, but true.
EDIT: And just to add to your initial statement if you take the lowest end of the spectrum which is 15 million for a PS3/360 multiplatform title, then 500k is actually about the magic number it needs to cross for it not be considered a total bomb. I will say this though. I think GAF does put too much emphasis on what's a bomb based on initial month of sales, especially now that we no longer get good software numbers outside of the top 10. Even though software is front loaded, most games that are on the edge of profitability and are deemed bombs, do go on to cross that mark comfortably over a period of 1-2 years selling at snail paces world wide. Those small sales add up.