How Much Do Video Games Cost to Make? 5 Real Examples! [2019]

How Much Do Video Games Cost to Make? 5 Real Examples! [2019]


How much do video games cost to make? How much should you budget for your indie
game? How much money should you save before going
full indie? We get these types of question a lot! For any aspiring game developer out there,
it’s important to not just know how much it can cost to make all sorts of games, but also
where these costs come from and how budgets for creating games are decided upon. That’s why we took a look at what it cost
to make a game. Today we are going to look at 5 real world
examples of video game production budgets. We are Ask Gamedev this is how much video
games cost to make! Welcome back! If you’re new to Ask Gamedev, we make videos
to help you learn about the gaming industry so that you can elevate your games and inspire
others. If you’re on a gamedev journey yourself,
consider subscribing. We’d love to help you along the way! And if you’d like to continue the conversation,
join our Discord server. Check out the description for an invite link. In order to figure out how much it costs to
make games, considering the wide array of games that are out there, we looked into examples
from several different games from different studios. Each has different styles, budgets, and retail
costs. We hope this list will help all of you up
and coming devs to know when the time is right to start pursuing that passion project you’ve
been pining to pick up. Cultist Simulator, produced by the British
Indie Studio Weather Factory, is a card-game simulator revolving around an incredibly deep
lore surrounding the Eldritch mythos, sunken cities and features a nostalgic roarin’ twenties
aesthetic. The Lovecraftian, loving couple behind Weather
Factory, Alexis Kennedy and Lottie Bevan, embarked on their mission to create narrative-heavy
games in 2017 and have already made this multiple award-winning cult hit. Although it appears complex, the development
team spent way more time honing the story threads that weave the intricate mechanics
of the game into its incredibly fun final form, than they did lacing together overly
complex strings of code. According to a blog post released by Alexis
Kennedy himself, in service of supplying all you curious devs with straightforward answers
to your questions about “what it costs to make an indie game”, the estimated production
budget for Cultist Simulator was £134,760.00. Here’s a quick breakdown:
Alexis and Lottie estimated that their internal costs for staffing themselves would be £63,500. Freelancers for UI, Art, Music, and SFX: £22,300. Licences, Software and Hardware: £6,000. Marketing: £15,000. Operations and Legal: £5,500. And finally a “pessimistic contingency”
on the final total to account for anything they may have missed, bringing their grand
total to £134,760.00 So how did the development team do against
their expense budget? They were almost spot on, with a total cost
of £131,515. As of February 2019, Cultist Simulator, which
retailed for $19.99 on Steam, had sold roughly 105,000 units. In terms of platforms, the majority, at 88%
of the share of these units, were sold through Steam, followed by Humble, then GOG, and finally
Itch. This lead to a gross revenue of £1.76 million! After accounting for all the costs of operation
and the cuts taken by platforms, their partners, and taxes, Weather Factory definitely still
came out way ahead, and Cultist Simulator was a clear financial success. Their blog post isn’t just about the numbers
though. It includes a wealth of information and is
a must-read for any dev thinking about starting their own studio. We’ll have a link to it in the description. Another Kickstarter success story, Shovel
Knight, is a side-scrolling 2D adventure game reminiscent of NES-era pixel art action-platformers
like Mega Man and Ducktales. Created by Yacht Club games, and since expanded
upon in multiple versions available on a variety of platforms, the game wasn’t originally a
sure bet. The game raised over $328,000 through its
Kickstarter and PayPal donation campaigns in 2013. That sounds like a lot, right? Well, after paying taxes and Kickstarter fees,
that large sounding number didn’t turn out to be so big, especially considering that
a team of six people were being employed to develop the game. The team actually had to operate in a very
lean way given their budget. There’s a common metric that professional
game development producers use to define staffing costs – and that is the “man month” rate. , This metric is the monthly cost of employing
a staff member. Based on the 2 year development timeline projected
for Shovel Knight, a six person team would need 144 staff months of capacity. At a fairly conservative cost of $10,000 a
staff month, a simple calculation shows that this project would need $1.44 million dollars
to cover staffing costs alone! Yacht Club Games made up for this budget gap
by asking their dev team members to go without pay for a portion of development. Thankfully, Shovel Knight became an immediate
success and sold over 75,000 copies in its first week. It then exceeded the expected lifetime goal
set by the team of 150,000 units within its first month on the market, selling roughly
180,000 units. Fast forward to today and Shovel Knight has
released on 12 platforms and sold over 2.5 million copies! He has had over 25 appearances and cameos
in other games, including Smash Brothers! And there’s even going to be a Shovel Knight
board game! Shovel Knight is an indie legend and the dev
team’s days of working with tight budgets are long gone. Alright, let’s talk AAA development budgets. We’re taking a look at the wildly popular,
massive global hit, Destiny. Developed by Bungie, Destiny is an online
multiplayer FPS combined with elements of a sci-fi RPG. During the development and pre-release period
following the game’s announcement, there was a lot of buzz going around that the game would
have one of the largest budgets any game had ever had. This was because Bungie had made a deal with
the then newly-merged Activision Blizzard for them to work as Destiny’s publisher.Activision
Blizzard CEO, Bobby Kotick, had controversially stated in May of 2014 that Destiny’s overall
budget would be a whopping $500 million. Bungie’s COO tried to soften those statements,
alluding that the $500 million figure was far greater than the actual budget for the
development of the game. A statement was made that “For marketing
you’d have to ask Activision people, but for development costs, not anything close to $500
million. I think that speaks a lot more to the long-term
investment that we’re making in the future of the product.” Bungie’s Eric Osborne added “We’re pouring
everything it takes into Destiny to ensure it meets our fans’ expectations, and our own,”
and “Activision is, too. But the budget for Destiny, including associated
marketing costs and pizza Wednesdays, is nowhere near 500 million dollars.” So how much did they spend? Well, the LA Times, has a copy of the Bungie
/ Activision contracts on their website where it says that they’ve allotted $140 million
for development and marketing. This is much less than the original assessment
but was it the final cost? Nothing has been said publicly to confirm
on deny this number. This at least this gives us a glimpse into
the 9 figure budgets that are commonplace with AAA publishers. Fast forward to January 2019, Destiny and
Destiny 2 have been hugely successful, with over 50 million copies being sold, expansions
included. However, in that same month, Bungie announced
that they had decided to part ways with Activision, and self-publish Destiny going forward. Where the Water Tastes like Wine is definitely
a very unique game, particularly in this list. This title unfortunately did not make a huge
amount of money and it did not make back its development budget. When you look at a game like Where the Water
Tastes Like Wine, the striking and unique art style jumps out at you right away. Usually, games like this will attract some
sort of cult following based on its visuals alone. The game moved some units, but suffered from
a host of issues coming from a first time solo-developer making a game. In an article on Medium, the project lead
on Where the Water Tastes like Wine, Johnnemann Nordhagen detailed his experience with the
game, it’s critical response, and it’s financial performance. It took Nordhagen 4 years total to make this
game, and he had ended up spending $114,000 out of his own pocket to pay for many of the
contractors involved. The game had received many accolades and lots
of media coverage early on in its development, which lead Nordhagen,to believe that this
was a sign that the game would surely do well. Knowing now that these signs are not guarantees
of financial success, Nordhagen doesn’t seem disheartened or broken over failing to break
even financially. Like a true indie, he seems to have a positive
outlook on the development and values the lessons he learned from the experience. Where the Water Tastes like Wine should be
taken as a cautionary tale to aspiring devs that sometimes games just don’t make much
money. However, the love and passion for the project
can sometimes be even more rewarding than a paycheck. Before we get to the final entry on our list,
it’s time for another inspiring Ask GameDev Community Member Game of the Week! This week’s game is Must Dash Amigos by miniBeast
Game Studios. Must Dash Amigos is a top-down, battle racer,
party game. Inspired by games like Mario Kart, Overcooked,
and Toybox Turbos, the devs wanted to create a local multiplayer racing game. The title was made in Unity by a team of two,
Ben & Anthony, who worked during evenings and weekends since 2015. Must Dash Amigos is now available on Steam. Brigador is an isometric, real-time tactical
mech game that was the brainchild of the Indie studio Stellar Jockeys. The game took 5 years for the team to develop
completely from scratch. It runs on an entirely original custom engine
and was made with the goal of being a truly unique experience. This example will be a little bit different
than the rest on this list, because instead of the cost of development, the developers
chose to talk about their opportunity cost instead. If you haven’t heard the term “opportunity
cost” before, it is defined as “the loss of potential gain from other alternatives
when one alternative is chosen”. For example, if you choose to quit your day
job, and go “full indie”, the money that you would have earned had you kept your day
job, is your opportunity cost. But why would a dev talk about their opportunity
cost? What sparked it? The answer is forum comments. On the Brigador Steam forum, some users pointed
out that $20 was too high of a price for the game. One user commented “$15 is perfect for this
game.” while another said “£10 sounds about right”. To explain why they thought the game should
cost $20, the devs talked about what they sacrificed to release the game: The team spent 5 years working on Brigador,
with most of those 5 years being full-time, working 6-7 days a week, and 8+ hours a day. There were 4 team members in total and they
funded the project entirely out of pocket. After platform fees and taxes (which the team
calculated would be roughly 50%), without factoring in expenses, at a $20 price tag,
the team would have to sell 25,000 copies to compensate themselves at minimum wage. With expenses factored in, and to give themselves
a reasonable living, they’d have to sell roughly 50,000 copies. So let’s work with that last number: 50,000
copies: 50,000 copies at $20 would yield $1,000,000
After platform fees and taxes they would be at $500,000
$500,000 would give the team what they thought was a reasonable wage, and cover all development
expenses. Mind you this would have had them each making
less than $12.5/hour for the last 5 years, so it is not an extravagant living wage. If you’re planning your own gamedev budget,
you would be hard pressed to find talent to work for that much, let alone for 5 years. At the end of the day though, Brigador did
well enough to enable the devs to make a 2nd game! It was also followed up by an extended edition,
Brigador: Up-Armored Deluxe. The sequel, Brigador Killers, is set to launch
in 2020! For more Ask Gamedev on how to plan a development
project, check out this recent video. Or alternatively watch this video on the most
sought after gamedev roles.

100 thoughts on “How Much Do Video Games Cost to Make? 5 Real Examples! [2019]”

  1. That arguing about how much a game would cost coming from gamers are completely disgusting, based on actual data from developers. On consumers perspectives, they might have a point, but generally speaking, game consumers know nothing about how much a game actually costs at all. Knowledge is indeed power tho.

  2. I am a game developer, and I never paid thousands upon thousands of dollars to develop games. I simply download free game engines like Godot or I got Notepad++ and made games in JavaScript. I also used free art toolsets on the web like Blender/Paint (dot) net and put my game together. At best, I bought AppGameKit for $25 when it was sale. But, I NEVER spent thousands of dollars.

  3. can you try my game and tell me your opinion about it , i developed it alone , it's for android , just give it a try i appreciate that <3 <3
    https://www.amazon.com/dp/B07VLVZ17M/ref=sr_1_2?keywords=colorful+world+app&qid=1565468346&s=gateway&sr=8-2

  4. wait a fucking second, 10k a month per person wtf is going on there.
    even 5k per month is still fuck ton of money for most people, they have no fucking decency developing the game at any lower living costs?

    God that's just kinda pathetic.

  5. I don't think I want to know how much it has cost me to make Metal Heads, the game isn't for sale yet, but I imagine that it would be a hell of a lot. I would have a stab in the dark and say about $130k over 2 years, probably around $40k in the last 4 months.
    Just the lead up to PAX Australia this year, I have been working around 26 hours a week in my day job, some weeks 39 hours, and any days off, I spend about 8-12 hours on the game in preparation.

    My life right now, consists of my day job and game dev, I'm also in a relationship, and working this much puts a lot of strain on that relationship, it's also very difficult to maintain my health in this period of time, and my body and mind are suffering as a result, and i'm typically a fit and healthy person with a positive outlook, so the cost is far more than just monetary.

    In the long run though, I do this, because I love it, it is my passion, I love creating, and I love sharing, and ultimately, it is my way out of the endless rut that I've seen so many people get stuck in. Not many people have that opportunity, I do (you do too!), and I'm not going to waste it, even if it is one giant gamble.

    Don't let anything put you off chasing after that dream, go for it, and give it everything you've got.

  6. I spent 4 months making a game. 1 year later, and it's sold 36 copies. I can't even get attention for my projects, let alone money.

  7. @ask gamedev I'm actually pretty young and just about to start my 7th grade year and I already have my eyes set on becoming a game designer though I have no experience or idea on how it works I would love to start learning how to take steps as a game designer

  8. I have a question…

    What price should games be sold at?

    I have made a game with RPG Maker MV and I don't know what price I should sell it at. Does anyone know? Thanks in advance

  9. Great video! Not only the financial costs but the costs of all the hidden sacrifices a dev has to make. It's even more for a solo indiedev such as me. It's also examples of why a successful crowd funding campaign can be critical. Sadly I haven't heard of any of these games other then Destiny.

  10. don't let this video be a roadblock if you want to get into game development  , you can make games for zero dollars as long as you treat it as a hobby not a means to an end , if all you think about is making money you will never become a great game developer , we all need to start somewhere  , time and dedication is what it cost to make a game , you have a social life ? kiss that good bye , you like playing games ? you will not when all you think about is problem solving haha just have fun with it don't stress out over the journey but what can become of it and how you can improve mentally

  11. generalist artist who tend to be technical artist and some knowledge about C# and little experience for university projects are good in consideration fo indies projects?

  12. as a student who makes games alone all my games have costed me less than $300 to produce and each one has paid for itself and then some – granted, my games might be shit though.. 👀

  13. Making a game actually doesn't cost you anything but your free time if you want to. There is good free 3D modeling en 2D art software, Free game engines for both 3D, 2D and mobile. There is even free photoshop copycat programs that can get the job done. Now don't expect you can make the next Call of Duty with these programs, but they are enough to make and publish your first indy game. Now of course you will need a medium to high end PC (preferabel a high end) to make your games on. Also we are talking about free time here, which means working on it in the weekends and evenings. That is why I do not include costs for your basic needs like rent, power, water, gas and food costs. Clothing is optional if you have curtains. So in a working life games are pretty much free apart from your spare time. How much you choose to put into better software and Game ready assets is up to you. But you can make it all from scratch if you have the skill and patience.

  14. I've been working on a game every Saturday for the past 3 years. Progress is slow, obviously. But at least it hasn't cost anything. Even if I end up making £1, I've still landed me some profit. Kerching.

  15. One thing that is kinda annoying to me is that people will buy these $60 AAA games multiple times a year but when when I told people that my game was gonna be $5 some people said that was two much.

  16. Lol that Brigador bullshit… "it took us 5 years blah blah"
    Come on the products value is in the eyes of the buyer. Not the seller.
    The world doesn't care how much efforts and resources you spent. Deal with it or get out from the business.
    Nobody was forcing them to create everything from scratch, at the end of the day

  17. @Ask Gamedev New viewer & would be deve loper❣ Greetings from Canada😎 Also, the triple AAA GAMiNG industry is crashing! SOY-NY moved their HQ out to Commie-fornia/California & dislike heterosexual themes in Gaming!..😢😢😢

  18. I dunno about brigador aproax, thinking that potential buyers will give a shit about how much it cost to make the game is naive. They talk about the oportunity cost of making a game to users, but users also have the oportunity cost of buying your game insted of for example geting hammered whit friends, buying another game, seeing 2 movies, etc…

  19. Why compare a post tax hourly rate with the mimimun wage for brigador. People making the minimum wage get and then pay taxes.
    That said the devs have every right to value their time as they see fit.

  20. 10grand a month per person? What's? That's insane money. Even with costs of covering their benefits that's mental. Most people are on far far less.

  21. I'm assuming by operating in a lean way they had to get payed less monthly, don't see the problem there, $10000 a month? My parents own their own mechanical business they make half of. That lol

  22. This is why I paused making games alone.

    The balance of Cost / Quality will always be the hard equation,

    and more like gambling for Indie to bet on their games.

  23. I liked the video. I have subscribed. I reserve the right to heckle.

    One hundred one.
    One hundred two.

    And so on.

    There is no and.

  24. How much does it cost to make a game?
    How much is your pc and electricity worth? That much.
    But if you want to earn living with it? As much as you eat.

  25. Shovel knight guys, asking for $10,000 a month is absolutely egregious. You’re on Kickstarter, not working for a AAA studio.

  26. Some of these numbers surprise me, It's wild how much Platform Fees and Taxes take out of a Game's Revenue… a little demotivating, but I guess it just inspires me to want to make a great game to sell more copies to offset it.

  27. maybe you would like to check this, I have worked on it for 3 years, it was a great experience so you can check it out.

    https://store.steampowered.com/app/547130/The_Hero/

  28. So stop dreaming and get out of the way for those Who actually have money to bet in game development… You May have the abilities but meh…..

  29. What happens if it's just me, and hack the software. ignoring the salary they earn in the USA vs. Latin America, what happens if I create a Kickstarter and it works and then from there I pay for the software I copy. do they condemn me? who puts me in prison for this? What happens to those who do not pay for the software until later for obvious economic reasons (I would sell my house like those of cupperhead … if I had one).

  30. It cost me $10-15 for 2D adventure-action game. I spent 5 months and I did all stuff such as: programming (I'm mainly a programmer), animations, design and art. I paid for between 10 to 15 bucks for musics that's all. I got sound effects free, they're available all over in the internet as long as you give credits to the owners. I know I don't have such a great game but at least I completed something that people can play 20 levels (4 of them are bosses) and enjoy it (I hope). It's also free and available both on Google Play Store and CrazyGames.com.

    I hope this will give an inspiration to anyone who wants to make a game. It's absolutely possible if you have time and desire to learn new things. Good luck!

    Here is the my game trailer:
    https://www.youtube.com/watch?v=_koWJN3NEIo

    https://play.google.com/store/apps/details?id=com.OCN.TossedBonesBL
    https://www.crazygames.com/game/tossed-bones

  31. Probably doesn’t cost any more than money used to ruin my YouTube life with ridiculous game ads… they might as well spend more on making their game better over spending money on YouTube with ads saying, “…we bet you can’t…” sht.

  32. Want to see more video game production budgets? Check out our video where we compare indie and AAA game production budgets: https://www.youtube.com/watch?v=2t3DNmvXAIc

  33. This was more discouraging to me than encouraging. It costs too much to make a game and I simply don’t have the money, even though I do have the drive to continue learning unity.

  34. I'm literally barely surviving, making ~200$/month, I still do #gamedev on my spare time. I feel I can finish it in less than 2 more years (I stsrted just 3 months ago). Of course if I manage to survive meanwhile.

  35. I am very happy to watch this video. I learned a lot and feel less frustrated about the fact that it takes very long for me to make game. Tips i learned: dont rush. Take your time to explore your idea and focus on enjoyement. At least game mechanic.

    We should not make game in our full time because its core value is in its fun. And fun is more emotional than rational like making software.

    As a software engineer my first game took me 6 month. It started with unity tutorial and i ended up exploring the mechanic. The fee is 150$ (only on soundtrack)

    My game name is flappy kub. https://play.google.com/store/apps/details?id=com.zetaplus.flappy.bird.kub

    I am making new game right now but it will take time before releasing beta version.

  36. There is a finnish racing game that is complex af.

    It is developed by 1 dev and so far as i know, the budget wasn't too big.

  37. maybe my opinion just aligns with what majority likes and i'm biased that way, i don't know but i never liked one of those games which were supposedly good games but flopped because of supposedly bad marketing. "where water tastes like wine" for example, i didn't liked it at all and regretted buyin' it. music was amazing, visuals and tales also were very interesting and immersive but that's good media, not a good game. whereas "cultist simulator" had all of the abovementioned plus good gameplay loop. in "WWTLW" i've never at any point felt like i was playing a game or were challenged in any way, it felt like electronic comic book with multiple choices that were artificially prolonged for no necessary reasons at best. i think when game is good and i mean it in pure mechanical/gameplay loop sense – it will sell with Word of mouth exposure alone.

  38. "So far I have made $0 from the game. That may look like a high number, but consider that it took four years to make – that works out to approximately $0/year."

    lmao i'm dead

  39. 2:00 250 and 140 pounds per day for living? I'm glad I live in China. I can live extravagantly in Chongqing for just 17 pounds per day. If I choose to live in the country side, or live at my parents' home, the cost could be as low as 6 pounds per day. When I calculate my budget, I included things like food, transport, subscriptions, utilities.

  40. making your game for longer period shouldn't be the reason to price growth: you can spend even 10 years and so what? You should consider a reasonable development time and cease unreasonable expenses (such as own game engine)

  41. They cost nothing if you are willing to learn the different skills needed. Everything you might need to build a game can be found for free in todays market. Some limitations will apply obviously, but you can make a working game title in 1hr with a bit of research and study.

  42. If you're game dev studio and having issues with people complaining about your price DON'T logically explain to people why the game is worth that much but instead you should improve your marketing and sales.

    Think of it like going upto someone you're attracted to and saying you should go out with me because I'll put a lot of effort into the relationship without there being any "spark"

  43. The audacity to say "Let's dive right in" after burning 75 seconds on an 'intro' comprised of reiterating that you were ABOUT to tell us something lmao

  44. Free is a possibility as blender and Unreal Engine 4 are a thing, for those of you who dont know UE4 was created by epic games who makes fortnite and its a free game engine software. Dont know how to code, UE4 has blueprints which is visual scripting, just connect the blocks. Blender is a free open source 3D Modeling/Sculpting/2D Animation/Video FX and Video Editing software all in one…Ur welcome 🙂

  45. Gosh, I want to kick the people bitching about spending an extra $5 over a product of years of hard work in the teeth

  46. How in the hell did they budget 1.4 Million to create a 2D side scroller for shovel Knight. I’ve seen single developer indie games on YouTube that are far more complex built with 0$ budgets.

  47. Literally none of these questions make sense in context of indie video games. Because really, most game developers who are indie have secondary incomes, part time jobs, live on money made from their previous games and so on. It makes literally no sense to go full time indie developer for your first game. Unless you have a financial situation that already allows as much. Also, 90% of all indie games make basically no money. And it's mostly because 80% or so is just not good enough or has severe issues getting some attention for sales. As for 112.000 pounds in costs for Cultist Simulator, I think that's a very generous budget for that game. Even when the game is good and looks polished, which is why it sold fair numbers. As for Shovel Knight, no, you do not have to pay tax over the kickstarter donations vaporising most of your budget at all. That's a grave exaggeration of what happens! A creator can offset the income from Kickstarter with deductible expenses that are related to making the project and accounted for in the same tax year. For example, you received $1000 and spend $1000 on making the game in the same year, your expenses should fully offset their Kickstarter funding for federal income tax purposes! You also get the option to include nontaxable gift as an option for certain funds raised on kickstarter, which is smart when it comes to sending out T-shirts along with a product or other things you do not make a profit on and aren't the 'product' you sell. This includes the whole $5 support donations that only get you added into a game's credit, without receiving the game itself for example. Those are tax free. Having said that, most people fail to look into local tax law before starting a kickstarter.
    You should try to take tax into account for pledges that involve the end product you offer (or 'sell' as pre-order really). I recommend you check local state law for whatever applies. For example, in my country I really only pay sales tax for whomever is from my country. I don't have to charge tax for whoever is outside of my country. And on top of that, you only pay tax when it involves a product. Some loopholes exist in how you would have a true donation, instead of what boils down to a pre-order. I do have to pay income tax, but everybody does who sells a product. And again, investigate what is allowed for deductible expenses! The 5% cut by Kickstarter itself is also one to take into account by the way. And for some games a Kickstarter campaign just doesn't make sense. Also $300.000 budget for Shovel Knight is a lot of fucking money for making that game. $5000 income for one person per month is somewhat ridiculous. It's like developers treat that money as profit from day one or something. The truth is also that again Shovel Knight is a game people are willing to pay money for. It's like CupHead or Undertale (even though I greatly dislike Undertale's hype for what the game is). The stuff about triple A game companies is best skipped entirely. Nowadays high budget numbers are part of marketing. It's why we got the fake crap about Destiny having a $500 million budget, which clearly is not remotely true. In reality, these companies do not reveal real budget numbers. And they generally do not even reveal sales numbers. They only really reveals this to investors (as that's required by law). And even then it's pretty difficult to really determine if they are being honest. As long as investors make money, you really won't hear them 'complain'. Not to mention the gazillion tax loopholes that exist for the larger developers and publishers anyway. Anyway, my point being… this video is a total waste of time. It's mostly inaccurate. Especially because games like Shovel Knight is a total outlier. It has sold exceptionally well… eventually.

  48. The $500 million budget crap was debunked hard literally years ago. It was only ever 'leaked' or suggested for marketing purposes. It's a bit sad to see that nonsense reappear. Destiny 1's development was closer to something like $50 million. And they actually didn't spend that much money on marketing. The $140 million or so claimed later isn't accurate either. The $500 million number is the money rumoured to be reserved for all Destiny games to come. And honestly, even that number is not accurate either. They were always going to make four games in that series. Bungie is still scheduled to work on new non-Destiny games by 2025. This would mean a Destiny 3 should be expected around 2020 or 2021. And the final game around 2025. Contrary to what people might think, these companies do plan ahead for years. (And still often are a total management mess vaporising budgets on mediocre games). The talk about Bungie working on a non-Destiny game by 2025 most likely has no impact on the fact Bungie isn't owned by Activision anymore since early 2019. It's extremely likely at least one more Destiny game will still be released well before that (Destiny 3), possibly two as originally planned. Unless sales tank hard in that series or they mess up with the business model. And no, I would actually argue Destiny 1 and Destiny 2 both underperformed, with the later already being free to play. Even Activision said in 2018 they were not very happy with Destiny's sales at all. It's in part why Bungie was even able to break free from Activision again. You really think they would let a '$2 billion dollars worth' franchise walk out the door when you know Activision itself isn't doing very well at all? And nope, the franchise obviously didn't break the $2 billion mark by a long shot. In fact, a lawsuit from not that long ago revealed only 20 million or so players. And in reality Destiny 2 sales slowed down hard and even dropped a whooping 50% within the first month after launch. It didn't sell great. Really, at this rate we will be seeing a Destiny 3 in 2020 or 2021. Investors will still want their money. As for the $2 billion thing, keep in mind the Halo franchise sold around 60 million copies total, bringing in nearly $3 billion. And that's with a franchise people actually like a whole lot, despite some fatigue with earlier fans. I mean come on, do people even remember the 3.9 user score on Metacritic for Destiny 2 ?!?!? Or how about the mixed to mediocre reception of Destiny 1? Bungie blames Activision for that. But I'm not so sure that's entirely right either.

  49. You're pretending Where Water Tastes Like Wine is an amazingly good game though. When it's mostly just not. Art alone generally does not sell games. And quite often the 'artsy' games are quite bad, walking simulators or very minimalistic platformers with a big price tag. Also, Brigador did not need $500k in profits. It's more a case of the developer wanting as much. Good on them, I'm not judging. But compared to minimum wage, they did amazingly well.
    There's also some serious number juggling going on, as Brigador sold in a humble bundle which did pretty well. And it also did fairly well in a GOG and Steam sale. I guess they didn't feel like it was a $20-lower limit product after all? Now don't get me wrong, I know you need discounts to get higher sales in the long run and get some additional eyes on an older release. I fully understand. And I wish devs nothing more but sell millions of copies. However, I always thought of the Brigador dev as a bit…. pretentious and wining about a whole lot of nothing. Why? Well, the game is a niche genre game. It also sold very well for being a niche game actually. And it WAS able to gain loyal fans too. Fans that have been wining about low sales for their favourite game for years after release.
    Plenty of indie games of somewhat similar polish only sell a few thousand or god forbid only a few hundred copies. And actually, the literal only one who decides whether or not a game is worth $20 or $5 is the freaking person who buys your game. Games like The Witness at $40 or even Braid at $15 weren't quite worth their money either. And that's with those two games pretty much being universally liked. Also, living in Illinois with the highest state income tax in the US in case of the Brigador developer is literally completely irrelevant nonsense. It doesn't matter if a developer has 6 kids to feed or three wives on alimony draining their every penny. A product should be worth its cost because of what it is. Not 'who made it' or even how long it took or how much we should pity them. Trust me, I think Brigador would EASILY have seen triple the normal sales at 50% the cost. The net profit would be higher then, even when discounted versions would make a bit less. The whole thing about asking for pity or charity just doesn't make sense. Case in point: I loved XCOM Enemy Unknown. It released a very worthwhile expansion at $30. And I decided to pay full price. It's because XCOM Enemy Within provided enough content to be worth that type of money. At the end of the day, it's like $1 or so per hour spend playing Enemy Within, which is good value. Keep in mind Brigador on average is played for about 4-5 hours. Most of that is caused by the rather short campaign. For $20 that's just not a whole lot of value. And yes, I know the game has an endless mode and some replay-ability. But the issue is with how a lot of games just cause game fatigue when there's very little reason to continue playing. Not everyone will invest thousands of hours in a game like Binding of Isaac Rebirth. So its price point needs to make sense for whatever hours the average audience gets out of it. Luckily for Binding of Isaac Rebirth, the game has enough unlockables and content to have you going for 20 hours with ease. But level design won't ever be one of the reasons to continue. Completionists are looking at something like 150-200 hours or so. Which is insane value compared to Brigador which just doesn't come close. It's probably very generous when stating it is around 15 to 20 hours. And the level randomisation in Binding of Isaac Rebirth works a whole lot better, not to mention game altering items and such. TLDR; I don't think Brigador is as underrated as claimed by its dev, nor are there reasons to complain that hard about sales either.

  50. Well listen everyone
    You can bulid world game sensation without spending much
    Let's take an example from real world
    Flappy bird was made within few days by single developer cost him less than 50$
    Which earned 50k$ a day.
    But someone game was taken down because of stupid people around the globe.
    So all you need is a good idea and imagination that's it.

  51. Conservative 10 k per month? Are you serious? I get a little more than that per year as a 3d modeller in Russia. That's insane dude. You can live on 3k easy around where Yacht club games are situated

  52. At Humble for 7400 units that profit seem to be in line with Steam. Is that in the normal store not bundle? Or do Humble Bundle pay full price for the game? It's been bundled there and it seem weird it would have generated as much profit. Is it monthly + store purchases? Was the 49k in advance payment payment for getting it into Monthly?
    Nice they made 10 times the cost back.

Leave a Reply

Your email address will not be published. Required fields are marked *