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[GamesIndustry] Developers see costs double for Xbox "Durango" sequels to Xbox 360 titles - Page 2

post #11 of 109
Quote:
Originally Posted by pengs View Post

It's because, to be frank, developing games is no longer a thing of passion. 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.

Sad but true. Look no further than Crysis 1 to Crysis 2.


Honestly though, the guy in the interview is just doing it wrong. 99.9% of the time artists start at high-poly (unless its an RTS or something), and then down-scale. They often bake the detail maps from the high-rez model. If anything, the new consoles should cost LESS as the artists dont need to down scale as much or compress textures as much.

Honestly though, im betting that next-gen console titles will be $79.99. At first it will be because of "increased production cost", which will cover them for the first year, then everyone else will forget when games were $59.99.

Honestly, the ideal price for a new-release is $49.99. ALL of my top-rated-games were $49.99 or LESS. Crysis, Company of Heroes, STALKER, Battlefield 2142, Mass Effect 1, etc.
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post #12 of 109
I suspect that if publishers raise them MSRP of new Xbox/PS games to above $100+ a game, and they add the inability to sell the game afterwards (locked to the console or the account) we will see a 500-1000% increase in piracy. Hell, I wouldn't ever buy a new game anymore if I couldn't resell it.
post #13 of 109
I know little about Game Programming but,

Doesn't alot of this come down to tools? I mean, If the tools aren't adequate to do the job cost effectively, isn't it a bad idea to launch another platform?

Higher priced games could hurt the industry a great deal and put even more studio's out of business.
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post #14 of 109
I cant remember the last time I paid "full" price for a game.
    
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post #15 of 109
Sounds like garbage to me. Say the development costs are double and you'll have people defending you because you only raised game prices 20%... We should demand that all game prices be lowered $10 or 25% to counter this cynical malarkey wink.gif
post #16 of 109
Quote:
Originally Posted by Captain318 View Post

I know little about Game Programming but,
Doesn't alot of this come down to tools? I mean, If the tools aren't adequate to do the job cost effectively, isn't it a bad idea to launch another platform?
Higher priced games could hurt the industry a great deal and put even more studio's out of business.

Yes. If they're making games that are much more complex than their current engine or tools are made for then it's time for an overhaul/refactor. Most well run (or at least well funded) studios understand that, and started working on that stuff a year or more ago.
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post #17 of 109
I don't see a reason why they would raise the price. BF3 for the PC was $60, most people got it for less.
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post #18 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?

Well either the guy they quoted is lying you don't understand game development as much as you think you do.
I have always heard that the increased visual fidelity has caused games to become more expensive. I have also heard that it plays a big part in why games are so much smaller and shorter than they were ten years ago.
So I believe it. In fact it will be interesting to see how they overcome this problem.
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post #19 of 109
This is part of the reason I look forward to the holidays sales that steam always has, getting games at 50 - 75% off can save $100's upon $100's
Quote:
Originally Posted by mad0314 View Post

I cant remember the last time I paid "full" price for a game.

me either.
Quote:
Originally Posted by Jinto View Post

Okay publishers, watch as you charge $70 per game and piracy shoots way up.

that will still happen no matter what the price is.
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post #20 of 109
Quote:
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."

AWWWWWWWWWWWWWWW, poor little lazy dev baby. Is your pathetic carreer of knowing how to work with a 5 year old piece of hardware coming to end?? Good.
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