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https://www.vg247.com/hellblades-budget-required-ninja-theory-to-use-their-own-boardroom-as-a-motion-capture-studio#:~:text=Made on a micro budget,a big return on investment.
10mil for Hellblade
https://en.m.wikipedia.org/wiki/Kingdom_Come:_Deliverance#:~:text=The game reportedly cost 750,million USD%2C including marketing costs.
36mil for KC:D one of the prettiest games of the time…which includes marketing.
The cost of some of these “AAAA” titles is a complete joke.
Another one, before THQ took over, metro 2033, 10-20 million estimate, and while it’s aged a bit, when it first was released it had a good bit of eye candy for a horror game.
Another one would be the first stalker, it’s not what we would consider it today, visual candy, but it’s also over a decade old now, but it was a pretty game when it came out. Cost 5mil to make
Another one:
Crysis 22mil, and if you remember it was one of the benchmarks for the longest times…can it run crysis.
Alright, not like for like exactly, and at 34M, we’re stretching the definition of shoestring. I’ll bet KC:D’s sequel spent far more, for one. I’m with you that more of these studios ought to be aiming for reasonable fidelity in a game that can be made cheaply, but when each of those studios took more than 5 years to build their sequels, that becomes more and more unlikely.
34 mil is nothing when you start looking at the cost of some of these other games, even Skyrim was over 100 million. Like GTA5, with marketing, was like 250 million. Just insanely expensive, and I guarantee you the devs are not pulling in a mil or two a year.
It’s true, and I’d certainly like to see some of these studios try to target making many games at that budget than a single game at ten times that every 7 or 8 years, but even these “cheaper” games you listed still take a long time to make, and I think that’s the problem to be solved. Games came out at a really rapid clip 20-25 years ago, where you’d often get 3 games in a series 3 years in a row. We can argue about the relative quality of those games compared to what people make now and how much crunch was involved, but if the typical game is taking more than 3 years to make, that still says to me that maybe their ambitions got out of hand. The time involved in making a game is what balloons a lot of these budgets, and whereas you could sell 3 full-priced games 3 years in a row back in the day, now you’re selling 1 every 6 years, and you need to sell way, way more of them to make the math work out.
Games had a lot less in them as well though, but even then games still took time. OoT, one of the biggest RPGs, released in 98, two 1/2 years of dev time. Games still required time, maybe less, but they also had less in them.
I’d make that trade, easily. More often I find games these days are too long to their own detriment than that they felt like they ought to be that long. Your mileage may vary on a game by game basis, but in general, that’s how it’s been lately.
When I say less, I mean as in assets and things to do. Side quests alone in a lot of games these days are damn near as many hours as the main story is.