In a thread on the RPGCodex, Feargus Urquhart talked about developing console titles vs pc titles:<blockquote>Some comments about the return on the investment in making games when you compare PC vs. consoles.
1) When a new console comes out generally everyone has to spend a lot of money just figuring out how to now make games for it, while on the PC the engines generally evolve. I can't really quantify this, but I would guess this to cost most publishers $10M to $20M in new technology and cancelled projects every time the new consoles come out.
2) All console games require about a $10 licensing fee, which includes your packaging and DVDs. This can be two to five times the cost of packaging for a PC. When the Whole Sale Price is around $36 (most people will say $40, but I've never found that to be true with all the special dealing that happens). The PC game can start out 20% ahead on the actual net cash you get.
3) Marketing for console games can be a lot more expensive since they have to derive more units to make the same money - so more people need to buy them, which means more marketing. Plus console players have traditionally been less tuned in - so publishers have had to use more mass market marketing like Maxim and TV, which cost a crap load more than websites and ads in Computer Games.
4) Development systems for console development can run upwards of $100K to $200K depending on the size of the team and that is on top of the normal hardware people need like PCs and Monitors.
I have also found that you can make PC games somewhat cheaper as a whole compared to console games. If I budgeted a product like Fallout right now and I had a technology base (like an engine), I would say someone could get it done for between $3M and $4M. It could even be as cheap as $2M or $2.5M with some careful re-use of assets. Now that is just the development budget though, that doesn't include all the other costs of getting a game on the shelf like QA, Audio, Localization, Marketing, PR and payoffs to the mob.</blockquote>So those $5 mill that Titus "stole" from IPLY could have finished Fallout 3...
1) When a new console comes out generally everyone has to spend a lot of money just figuring out how to now make games for it, while on the PC the engines generally evolve. I can't really quantify this, but I would guess this to cost most publishers $10M to $20M in new technology and cancelled projects every time the new consoles come out.
2) All console games require about a $10 licensing fee, which includes your packaging and DVDs. This can be two to five times the cost of packaging for a PC. When the Whole Sale Price is around $36 (most people will say $40, but I've never found that to be true with all the special dealing that happens). The PC game can start out 20% ahead on the actual net cash you get.
3) Marketing for console games can be a lot more expensive since they have to derive more units to make the same money - so more people need to buy them, which means more marketing. Plus console players have traditionally been less tuned in - so publishers have had to use more mass market marketing like Maxim and TV, which cost a crap load more than websites and ads in Computer Games.
4) Development systems for console development can run upwards of $100K to $200K depending on the size of the team and that is on top of the normal hardware people need like PCs and Monitors.
I have also found that you can make PC games somewhat cheaper as a whole compared to console games. If I budgeted a product like Fallout right now and I had a technology base (like an engine), I would say someone could get it done for between $3M and $4M. It could even be as cheap as $2M or $2.5M with some careful re-use of assets. Now that is just the development budget though, that doesn't include all the other costs of getting a game on the shelf like QA, Audio, Localization, Marketing, PR and payoffs to the mob.</blockquote>So those $5 mill that Titus "stole" from IPLY could have finished Fallout 3...