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[GamesIndustry] Developers see costs double for Xbox "Durango" sequels to Xbox 360 titles

post #1 of 109
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http://www.gamesindustry.biz/articles/2012-04-03-next-gen-consoles-mean-increased-development-costs
Quote:
Developers with access to the Durango (the code name for Microsoft's next console) are seeing costs rise sharply, primarily due to higher polygon counts and better textures required. "I'm having to double my budget for models," said one developer working on a sequel to an earlier title that appeared on Xbox 360 and PS3. "If we want to take advantage of Durango's capabilities it takes a lot more time for each model." This can also result in either a longer time to develop a title, or the need to put more artists on, or both.

Sounds like bull to me. Making a high poly model doesn't necessarily take longer than making a low poly one. In fact, in most typical game development work-flows, artists begin by crafting a high poly model then perform additional work to reduce the poly-count and clean up the model to get usable game assets and multiple LOD levels. The closer the gap gets between million+ poly models and in game assets, the less work needs to be done and the shorter the work-flow gets. Correct me if I am wrong here?
Edited by c0nnection - 4/3/12 at 8:19pm
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post #2 of 109
Sounds like they want to increase the price of their games. 120 dollar games, here they come!
And no, you can't resell those once you are done.
Edited by ghostrider85 - 4/3/12 at 8:23pm
post #3 of 109
I never hear PC developers complaining about people owning more powerful PC's. Even when new consoles game out in previous generations you would hear developers raving about the increased freedom they are getting from more power.
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post #4 of 109
Quote:
"I'm having to double my budget for models,"

As ungrouned or unfixable as it may be, the problem is that there is a "budget for models" to begin with.

It's become too corporate. "We need to hire 10 more people to refine the textures for the new XBox. BTW, we've hyped it up and set the release date for 3 months from now."
Quote:
Originally Posted by james_ant View Post

I never hear PC developers complaining about people owning more powerful PC's. Even when new consoles game out in previous generations you would hear developers raving about the increased freedom they are getting from more power.

It's because, to be frank, developing games is no longer a thing of passion especially on the console where you target the mass audience. It's work, better said, a job. Hourly work where people are paid. Most likely overpayed, overstaffed and under-inspired because hours = money. Strangled and cash cowed by corporatism.
That is the face of gaming today, but that is a inherent thing about money and as the industry gets bigger it's only to be expected.
Edited by pengs - 4/3/12 at 8:49pm
     
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post #5 of 109
Leave it to the game console industry to complain about progress... rolleyes.gif
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post #6 of 109
Why?

Should after a point we just start scanning things for textures? I've seen crytek est engines with models and textures I wouldn't mind seeing in games.

There are tons of reason why I don't see the problem but it seems we need someone in the industry to truly breakdown why the doubling of cost.
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post #7 of 109
Okay publishers, watch as you charge $70 per game and piracy shoots way up.
post #8 of 109
crysis didn't cost $120...... neither did bf3. Heck, hard reset is an indie game with beautiful graphics and very hi-res textures, yet it was 30 bucks....

greed methinks?
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post #9 of 109
If people can develop demanding PC titles and still release them at lower prices than CURRENT console games then I don't see what these people are on about. Sounds to me like they're just looking for an excuse to charge a lot more money than what's necessary.
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post #10 of 109
Quote:
Originally Posted by c0nnection View Post

http://www.gamesindustry.biz/articles/2012-04-03-next-gen-consoles-mean-increased-development-costs
Quote:
Developers with access to the Durango (the code name for Microsoft's next console) are seeing costs rise sharply, primarily due to higher polygon counts and better textures required. "I'm having to double my budget for models," said one developer working on a sequel to an earlier title that appeared on Xbox 360 and PS3. "If we want to take advantage of Durango's capabilities it takes a lot more time for each model." This can also result in either a longer time to develop a title, or the need to put more artists on, or both.
Sounds like bull to me. Making a high poly model doesn't necessarily take longer than making a low poly one. In fact, in most typical game development work-flows, artists begin by crafting a high poly model then perform additional work to reduce the poly-count and clean up the model to get usable game assets and multiple LOD levels. The closer the gap gets between million+ poly models and in game assets, the less work needs to be done and the shorter the work-flow gets. Correct me if I am wrong here?

Agreed, higher-poly models aren't any more difficult to make, neither are higher-res textures. However, animations with more bones in the rig can take more time to skin. I also agree that it should actually take less time, because a game will need less optimization to run as well (unless they ramp up the quality of everything....and they will).

Any company that is planning on doubling the costs for their production costs for a game is in for a rude awakening. They will need to either double the number of sales of their game, or double the price, and I doubt either of those two things will happen.
Edited by lordikon - 4/3/12 at 8:59pm
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