![dead or alive 5 last round dlc bundle expensive dead or alive 5 last round dlc bundle expensive](https://nintendoeverything.com/wp-content/uploads/shin-megami-tensei-v-dlc-new-game-plus-1.jpg)
If you handed me $200k right now I sure as heck wouldn’t risk it all on game development. But even if an indie is willing to step back to 1994 level technology* we’re still looking at games that take $200,000 to produce, and that kind of scratch is hard to come by and easy to lose. Usually when we talk about how games are getting bigger and dumber (don’t even get me started on this year’s E3) we comfort ourselves with talk about how indie games will save us.
#Dead or alive 5 last round dlc bundle expensive full#
* 2009: 7th gen videogames had to sell to 2,000,000 customers to break evenĭo read the whole thing for the full context.
![dead or alive 5 last round dlc bundle expensive dead or alive 5 last round dlc bundle expensive](https://static.wikia.nocookie.net/deadoralive/images/1/1b/Dead-or-alive-5-last-round-2_032001C200806538.jpg)
* 2004: 6th gen videogames had to sell to 400,000 customers to break even * 1999: 5th gen videogames had to sell to 80,000 customers to break even * 1994: 4th gen videogames had to sell to 16,000 customers to break even * 2009: 7th generation premium videogames cost $25,000,000 to develop and retailed for $60-$80Īnd then later he breaks those numbers down for us: * 2004: 6th generation premium videogames cost $5,000,000 to develop and retailed for $40-$60 * 1999: 5th generation premium videogames cost $1,000,000 to develop and retailed for $40-$60 * 1994: 4th generation premium videogames cost $200,000 to develop and retailed for $60-$80 But how much more? While hard data is hard to come by, a variety of estimates are available on the web that support the following approximations: The numbers in the article are ballpark figures, but they jive with assumptions I’ve been working with:Īll game developers, and even most gamers, are aware that it costs more to create a videogame for the latest generation of consoles than it took for prior generations. The reality of development costs is painful and I don’t see any way around it. This article by Themis CEO Alexander Macris (publisher of the Escapist) encapsulates almost everything I’ve been trying to say about this industry for the last six years.