lyleoffmyspace wrote...
hoorayforicecream wrote...
Fast Jimmy wrote...
My one and only point was give two teams a budget of $40 million dollars, and have one team create a game where every time anyone speaks or does anything other than walk, you have to hire a small army of animators and VAs, versus a team who can do 99% of talking with text and a static portrait. And then play those two games - I'm willing to bet the game with the low-tech design can create a game that has more things to do, people to talk to, places to visit, ways to play the game outside of just straight combat and better recognition of the slight differences about my character that make them unique.
You're making a bad assumption here. The two teams would not both receive the same budget. The team who builds the cinematic game would get a bigger budget because it needs a bigger budget. The team who builds the text+static portrait game would get a significantly smaller budget, because it doesn't need the budget to pay for things like animators, voice actors, and cinematic designers. It's like the decision to add multiplayer. Developers are budgeted what they scope for. They don't scope for what they are budgeted, unless it is a situation like kickstarter where you literally do not *know* what you will be budgeted until the fundraising part is finished.
If they were given the same budget then one with less voice acting and cinematics would get a much bigger budget for other things, for example areas, or quests, or spells or combat or a bit of each.
But in reality, they wouldn't
get the same budget. That was my point. It wouldn't happen. If it did, then sure. But it doesn't, because that's not how business
works. People want to know what their money is being spent on. They are ordering a product, and each part of it has an associated cost. The total cost then gets evaluated and the individual pieces are negotiated.
Developer #1 pitches their idea for a game. It has these features, is roughly this long, and will have roughly this long a development cycle.They need X designers, Y producers, Z engineers, M artists, etc. They add it up and to calculate some total cost. The developer negotiates with the publisher, the publisher crunches some numbers, gets some sales estimates, figure out what the release date would be, and then a budget is agreed upon if all of the ducks align. the things they negotiate are things like... can we cut feature X? Can we add feature Y? Can we use a licensed IP? How much would it cost to add feature Y?
These sorts of issues are what determines the budget. Each budget is based on the feature set, the schedule, and numerous other factors.
You don't start from the budget and work your way backward, just like you don't go to a contractor and say "Build me the best house you can for $200,000, and I don't care how it is spent", unless your circumstances are abnormal. There's only two examples I can think of for abnormal circumstances like these:
1. When 38 Studios got that massive loan from the state of Rhode Island, and had to spend that money before they fully established the scope of what it was they were building.
2. Successful Kickstarter campaigns.
Modifié par hoorayforicecream, 20 décembre 2012 - 09:33 .