What makes developing videogames so expensive?

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IcyFlamez96

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#1 IcyFlamez96
Member since 2011 • 1355 Posts

Aside from paying the workers and licensing and stuff like that...

Yeah, I don't know anything about developing videogames so this probably sounds dumb, but I wondered about this for a while, and I thought like.... Once you have the tools, the engine and whatever else to make the game, wouldn't you just kind of craft it with the tools you have? Does all of the expense come from just developing the tools they make to create the game? I really don't know. I'm sure it's not that at all. I really don't understand anything about how this works as you can see.

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LegatoSkyheart

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#2 LegatoSkyheart
Member since 2009 • 29733 Posts

Time and Resources.

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MonsieurX

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#3 MonsieurX
Member since 2008 • 39858 Posts
Takes a lot of time. And development teams are kinda big on games
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04dcarraher

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#4 04dcarraher
Member since 2004 • 23829 Posts

The main reason my production cost and went beyond double is because of the time frames placed by the big publishers requiring 2-3x the amount of production crew to create the assets of the games within the certain date. Time+assets=cost

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IcyFlamez96

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#5 IcyFlamez96
Member since 2011 • 1355 Posts

Well time is money I guess.

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Ballroompirate

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#6 Ballroompirate
Member since 2005 • 26695 Posts

Crunching those hours, plus if they start off with a new engine they have to spend mucho $$$ on the software.

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mariokart64fan

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#7 mariokart64fan
Member since 2003 • 20828 Posts

Well, it cost's them money to operate the building their working in ,

taxes from where ever they are , shipping costs cameras (for cutscene heavy games) for games like madden you need to pay nfl a fee to use thier stuff ,

it just keeps rising with every year because the cost of living goes up , and the employees gotta get paid , the third party endorsments also if applicable should be paid , (eg ford chevy) for the use of their product

thats what makes it so expensive not to mention the equipment cost if they break down

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BPoole96

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#8 BPoole96
Member since 2008 • 22818 Posts
Many dev teams have nearly a hundred people, and some have even more. Paying those salaries for 2 years costs a lot of money. Then you have to set aside tons of money for marketing because none of the casuals will buying anything until they have seems dozens of commercials and ads TV and the Internet. Then there's all the review sites that they have to pay off to give it an 80+ score since some people won't buy a game unless it is above an 80 on meta critic.
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bobbetybob

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#9 bobbetybob
Member since 2005 • 19370 Posts
Voice actors, time, marketing, licenses for software (which is expensive), time spent in motion capture studios (if applicable), any real world scouting, licensing for stuff, there's a lot of stuff.
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k2theswiss

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#10 k2theswiss
Member since 2007 • 16599 Posts
video games are not like paint shop where you copy and paste....
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IcyFlamez96

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#11 IcyFlamez96
Member since 2011 • 1355 Posts
video games are not like paint shop where you copy and paste.... k2theswiss
My life is a lie.
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bobcheeseball

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#12 bobcheeseball
Member since 2007 • 9316 Posts
foilage
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Socijalisticka

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#13 Socijalisticka
Member since 2011 • 1555 Posts

They don't have to be. You can funnel all your resources on voice-acting, writing, marketing and still develop a game technically inferior to an indie game.

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trugs26

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#14 trugs26
Member since 2004 • 7539 Posts

I thought like.... Once you have the tools, the engine and whatever else to make the game, wouldn't you just kind of craft it with the tools you have? Does all of the expense come from just developing the tools they make to create the game?

IcyFlamez96



Yes and no. Some devs have an engine that is up to date so they'll need to do the crafting. At the same time though, the dev has to look into the future, because sooner or later their engine will go out of date. So they'll have to split their resources accordingly. The split will depend on how recent their engine is, whether or not their game is about to release so they're in crunch time, etc.

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ShadowsDemon

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#15 ShadowsDemon
Member since 2012 • 10059 Posts
Quite literally everything about it is expensive...
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ArisShadows

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#16 ArisShadows
Member since 2004 • 22784 Posts
Pop and Snacks..
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GD1551

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#17 GD1551
Member since 2011 • 9645 Posts

Advertising

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GD1551

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#18 GD1551
Member since 2011 • 9645 Posts

video games are not like paint shop where you copy and paste.... k2theswiss

Dragon Age 2 disagrees.

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Ly_the_Fairy

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#19 Ly_the_Fairy
Member since 2011 • 8541 Posts

Because not only do dev teams pay for all the tech, voice actors, and whatever, but then they pay their team of 100 workers anywhere from $50,000-$100,000 a year to work on the game.

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deactivated-59b71619573a1

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#20 deactivated-59b71619573a1
Member since 2007 • 38222 Posts

Have to pay all the people to work for so long, have to pay voice actors and people to make the music, then you have to pay an orchestra to actually play the music. There are lots of things people overlook that go into the costs

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HaloPimp978

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#21 HaloPimp978
Member since 2005 • 7329 Posts

Marketing, paying the dev team and everything in between.

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wis3boi

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#22 wis3boi
Member since 2005 • 32507 Posts

Blowing away money on CGI trailers, advertising, product deals (like Halo Mt. Dew and Doritos), and 5-star actor voiceovers. Meanwhile games like Witcher 2 and Sins of a solar Empire are mad eudner 10mil bucks and thrive. SWToR at $300mil and being iffy. Money =/= quality

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BPoole96

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#23 BPoole96
Member since 2008 • 22818 Posts

Blowing away money on CGI trailers, advertising, product deals (like Halo Mt. Dew and Doritos), and 5-star actor voiceovers. Meanwhile games like Witcher 2 and Sins of a solar Empire are mad eudner 10mil bucks and thrive. SWToR at $300mil and being iffy. Money =/= quality

wis3boi

Do products deals cost them much money though? Both companies benefit from it. Halo gets marketing in grocery stores and 7-11s across the world, Mt. Dew and Doritos have marketing tools buying their products in droves to get extra XP. Both companies make money off the deal

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Rockman999

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#24 Rockman999
Member since 2005 • 7507 Posts

I'd say production values and advertisement are the big money hogs in development.

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XaosII

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#25 XaosII
Member since 2003 • 16705 Posts

Salaries, rent, and time.

A medium-ish development team is around 50 people. An average development time is about 3 years. Assuming each developer gets paid an average of about $40,000 a year.

50 people's salaries x $40,000 = 2 Millions dollars.

2 Million x 3 years = 6 million dollars.

Rent space for about 50 people could easily be around $300,000 per year. So that'll likely add another million.

Marketing and advertisements usually doubles costs. Or rather, most publishres devote about %50 of the total development budget to marketing and ads.

Paying employees is very, very expensive.

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Lulekani

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#26 Lulekani
Member since 2012 • 2318 Posts
Its a very ineffecient business, so much crap doesnt make the final cut. Like the hot shower scenes in Resident Evil 5 and 6
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a55a55inx

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#27 a55a55inx
Member since 2004 • 4188 Posts
A lot of the money is spent on the costs of the employees. An average annual salary for animators/modelers/texture artists etc can range from $70,000-$90,000, and for programmers it can average about $90,000-$110,000. So imagine paying 50-100 employees every year. Marketing can take a huge chunk of that cash also, especially when it's marketed like Halo 4 was, with their "Forward Unto Dawn" episode series; which probably cost about $5-$20 million (not sure how much they spent).
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GunSmith1_basic

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#28 GunSmith1_basic
Member since 2002 • 10548 Posts
it's because gaming has only increased the amount of detail and content over time. The cost of producing games has gone up, which has raised the price of games, which has promoted piracy which has made the situation worse. Game studios are collapsing more than ever today. I think the ps2 gen was a golden age of profitability and game quality.
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a55a55inx

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#29 a55a55inx
Member since 2004 • 4188 Posts

Salaries, rent, and time.

A medium-ish development team is around 50 people. An average development time is about 3 years. Assuming each developer gets paid an average of about $40,000 a year.

50 people's salaries x $40,000 = 2 Millions dollars.

2 Million x 3 years = 6 million dollars.

Rent space for about 50 people could easily be around $300,000 per year. So that'll likely add another million.

Marketing and advertisements usually doubles costs. Or rather, most publishres devote about %50 of the total development budget to marketing and ads.

Paying employees is very, very expensive.

XaosII
For an artist (modeler/animator/texture artist) at a large company, the average salary is about $80,000. An entry level artist usually get's $50,000-$60,000, and those who have 3-4 years of experience usually get's $70-90,000 etc... and for programmers, you can increase that by $10,000-$20,000 per year.
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Masenkoe

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#30 Masenkoe
Member since 2007 • 4897 Posts

foilagebobcheeseball

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Epak_

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#31 Epak_
Member since 2004 • 11911 Posts

foilagebobcheeseball

They have speed tree for that, well those have who have paid the license to use it :P As many have said already, it takes a ****load of time.

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ShadowsDemon

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#32 ShadowsDemon
Member since 2012 • 10059 Posts

[QUOTE="wis3boi"]

Blowing away money on CGI trailers, advertising, product deals (like Halo Mt. Dew and Doritos), and 5-star actor voiceovers. Meanwhile games like Witcher 2 and Sins of a solar Empire are mad eudner 10mil bucks and thrive. SWToR at $300mil and being iffy. Money =/= quality

BPoole96

Do products deals cost them much money though? Both companies benefit from it. Halo gets marketing in grocery stores and 7-11s across the world, Mt. Dew and Doritos have marketing tools buying their products in droves to get extra XP. Both companies make money off the deal

I think TW2 didn't cost that much to make, but damn is that game freaking awesome.
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humpmasterflex

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#33 humpmasterflex
Member since 2003 • 363 Posts

What makes developing videogames so expensive?

one word: consoles

Yes, consoles makes games way too expensive to produce. For example, u have a bad hallway shooter like killzone cost like 40 million to develop, or something so linear as gow3 60 million to develop. While u have pc devs such as CDprojekt make arguably the best and most mature rpg experience in the last decade for around 15 million... a game with 16 endings that is none linear unlike GOW3, so they already hit profits by hitting 500k units sold.

While a game like Kingdoms of amalur sold over a million and still didnt hit profits.

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Nintendo_Ownes7

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#34 Nintendo_Ownes7
Member since 2005 • 30973 Posts

Voice actors, time, marketing, licenses for software (which is expensive), time spent in motion capture studios (if applicable), any real world scouting, licensing for stuff, there's a lot of stuff. bobbetybob
Also it includes staff pay, costs of computers, cost of software, pay of testers, cost of electricity and other utilities. Those all factor into the the cost of a video game.

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RapidTurtle

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#35 RapidTurtle
Member since 2010 • 344 Posts
Beat a game and watch the credits at the end. There are a lot of people working on these games.
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skrat_01

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#36 skrat_01
Member since 2007 • 33767 Posts

Time and Resources.

LegatoSkyheart
Bingo. Art production and programming alone costs a fortune in triple A development.
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a55a55inx

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#37 a55a55inx
Member since 2004 • 4188 Posts

What makes developing videogames so expensive?

one word: consoles

Yes, consoles makes games way too expensive to produce. For example, u have a bad hallway shooter like killzone cost like 40 million to develop, or something so linear as gow3 60 million to develop. While u have pc devs such as CDprojekt make arguably the best and most mature rpg experience in the last decade for around 15 million... a game with 16 endings that is none linear unlike GOW3, so they already hit profits by hitting 500k units sold.

While a game like Kingdoms of amalur sold over a million and still didnt hit profits.

humpmasterflex
???
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KungfuKitten

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#38 KungfuKitten
Member since 2006 • 27389 Posts

Calculate the salaries + office costs. Most can disappear right there. But for multimillion games often you have 50% marketing costs and other crazy expenses like the legal department involved and license costs.

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DeX2010

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#39 DeX2010
Member since 2010 • 3989 Posts
First up, assuming you don't have the software, professional animation/model creation software costs thousands of dollars, and these need to be bought for all animators/artists in the studio. Once this is done, they need to create high-res models and this takes a lot of time. It would take me very long time just to create one high resoltion character asset such as the main character in a game. They need voice actors, researchers, script writers, game testers. Basically make a game is a huge undertaking, which is why the cost is so much, and when the technology gets more powerful at the beginning of the gen or new tech paradigms are introduced more time and resources need to be spent figuring out problems and how to use these new technologies. Which is why the price of games increases at the beginning of a gen.
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LustForSoul

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#40 LustForSoul
Member since 2011 • 6404 Posts
Like people are saying, there's more than just computers.
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nutcrackr

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#41 nutcrackr
Member since 2004 • 13032 Posts
cut scenes take a lot of time to make :/