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Larian Studios - Million Units Manual - on why games are expensive to make
Larian Studios - Million Units Manual - on why games are expensive to make
June 24th, 2012, 01:36
Swen Wincke from Larian Studios has updated his blog with a post,
http://www.lar.net/2012/06/23/the-million-units-manual/
this time about some of the difficulties theyre trying to overcome when creating the rpg that will dwarf them all.
http://www.lar.net/2012/01/16/the-ro…warf-them-all/
PS: I apologize for the links shown as real link not as embbed within the text but for some reason, the link button doesn't work for me…
A quote then
http://www.lar.net/2012/06/23/the-million-units-manual/
this time about some of the difficulties theyre trying to overcome when creating the rpg that will dwarf them all.
http://www.lar.net/2012/01/16/the-ro…warf-them-all/
PS: I apologize for the links shown as real link not as embbed within the text but for some reason, the link button doesn't work for me…
A quote then
If you have a 40 man team, and the employer cost is say 6K€, then one year of development will cost you 2,88M€. Given that most games take a few years to make, this means you rapidly end up with a need of over 5M€ to fund one game. That means that if you want to fund your own game with work for hire, and your game needs 40 people for 2 years at 6K€/month, you need to earn 5M€ before you can afford to spend 2 years on your own game. So, if you do work for hire for 2 years for somebody else with your 40 man team, you need to earn 10M€ to actually earn the freedom needed to develop your own thing. In the current market, that’s actually a tough proposition and rare are the jobs in the games industry where you are paid double the employee rate, so the reality is that you probable need to do even more work for hire.More information.
SasqWatch
RPGWatch Team
June 24th, 2012, 01:36
Interesting, so a $20millions game budget is justified by sales being over 1 millions units.
SasqWatch
RPGWatch Donor
June 24th, 2012, 02:49
Originally Posted by azarhalIf your independent and self publishing probably. Otherwise more gets taken out for the publisher and various other factors.
Interesting, so a $20millions game budget is justified by sales being over 1 millions units.
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"You know if my grammar and punctuation bother you tough luck. No one cares but you."
June 24th, 2012, 04:30
Fedex began as an idea presented in a term paper to which the professor graded it a D.
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Smoking shortens your life, yellows your teeth, makes your breath and clothes stink, and causes your partner to whine and complain that your hands and feet are always too cold.
June 25th, 2012, 03:25
Originally Posted by aries100well, 6k euro/month is a lot of money. I think only lead developers/project managers make that here in the US, and if the bulk development/art/qc is done in 'cheaper' countries it's probably more like 2k/month
Swen Wincke from Larian Studios has updated his blog with a post,
http://www.lar.net/2012/06/23/the-million-units-manual/
this time about some of the difficulties theyre trying to overcome when creating the rpg that will dwarf them all.
http://www.lar.net/2012/01/16/the-ro…warf-them-all/
PS: I apologize for the links shown as real link not as embbed within the text but for some reason, the link button doesn't work for me…
A quote then
More information.
Wonders what SasqWatch is
June 25th, 2012, 05:40
This is the cost (salary+taxes+furnitures…) of the employee, not his salary.
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Larian Studios - Million Units Manual - on why games are expensive to make
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