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Everyone wants to release a dream game, but it happens that there are so many events, weeks, months and years from the beginning to the end of development that only a third of the original idea, mechanics, plot and side activities are left. And the rest of the ideas are transferred to the DLC and the following numbered parts. But even this third of ideas must be brought to release, tested and discarded.

A lot of people live and work on this boat, ship or dreadnought, called “game studio”, “rowing together”. And from each of them the game receives a piece of soul, a lot of time and a unique vision. Most of the developed games have a customer, and the right “to do what I want, how I want and when I want” that is inaccessible to many large and medium-sized studios is available only to a small layer of indie (independent) studios that have not yet been bought by large publishers, but also have money from preliminary development is enough for life.

Of course, making a game requires an initial investment. This is the question why games cost 10-20-40-80 raccoons killed. When you are told that the game has sold a million copies and the developers should bathe in champagne – remember this example: the authors of a fairly famous action-RPG Nier: Automata was PlatinumGames, publisher and customer was Square Enix, investors and co-investors were Tencent Invests, JPMorgan Chase & Co and Sega Corporation. The game had two main producers, with a total of over 300 people involved in the development of the game from three game studios in Japan and the United States. The cost of developing the game was more than $20 million, and sales exceeded 7.5 million copies. Why did the studio make “only” $35M on the game at an average price of $35 per copy 7.5M * 35 == 35M? I will tell about this at the end of the article. This is the highest game mathematics. But first, let’s see how the development of the game is organized.

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