Yes, PC development is definitely cheaper on average.  There are always
exceptions (again Blizzard, Id, Half Life 2, MMORPGs, etc.)  But even these
budgets can be dwarfed by their console counterparts.  Especially because
console developers have to pay for dev kits (Sony's started at $20K
each...now down to $10K) on top of high end PCs.  Then you have to pay a fee
of ~$7 per unit to Sony, Microsoft, or Nintendo.  Then you usually have to
pay special manufacturing/mastering costs (Nintendo is the worst at this).
Then, on top of all this, the hardware manufacturer has the right to refuse
to publish your game, and you can see how it is just too expensive and risky
for a small group to publish a console game.  The PC has a much lower cost
of entry for a new developer.

If you have even a reasonably small development team (say 20 people) for
three years, your dev costs alone are going to be around $10M.  Add on
marketing costs and you better have a great game or you won't turn a profit.

Hugh


-----Original Message-----
From: Marco Thorek [mailto:[EMAIL PROTECTED] 
Sent: Monday, March 22, 2004 4:36 PM
To: [EMAIL PROTECTED]
Subject: Re: [SWCollect] Sam & Max II

Hugh Falk schrieb:
> 
> Well, I don't really track PC data too closely anymore since I'm doing
only
> console games.  However, 250K units on a console would usually be a
failure.
> The only reason you can get away with such small sales on the PC is the
> lower cost of PC titles (don't have to pay Sony royalties and don't need
> special dev kits for example).  AAA console games are going to hope to
sell
> 500K units or more.

PC development is cheaper than console development? Popular opinion has
it that console development is cheaper as you have a standardized
platform to develop for. So that's wrong?

It would be really cool if you and John could give us more details on
how the costs of development add up. How much goes into the actual
production, advertisements, licenses, box, manual, CD pressing, etc., as
a lot of this eludes me. 

For example, I can't understand how a developer or a publisher can
develop a title for three years or more and expect to make a profit from
it (Republic: The Revolution, Duke Nukem Forever).

Marco

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