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[Jason Schreier] AAA game budgets estimated around $300 million. These budgets are almost entirely dev salaries + overheard and have nothing to do with executive compensation (which is mostly stock)

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Submitted ⁨⁨1⁩ ⁨day⁩ ago⁩ by ⁨baatliwala@lemmy.world⁩ to ⁨games@lemmy.world⁩

https://bsky.app/profile/jasonschreier.bsky.social/post/3mhvx2lohzs2j

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Comments

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  • ViatorOmnium@piefed.social ⁨1⁩ ⁨day⁩ ago

    Executives should still be accountable for inefficiencies and bad scoping.

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    • baatliwala@lemmy.world ⁨1⁩ ⁨day⁩ ago

      The public is crazy demanding wrt AAA titles tbh, haters make comps when one asset is re-used in a sequel

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      • ViatorOmnium@piefed.social ⁨1⁩ ⁨day⁩ ago

        Some players will complain about everything, the industry is the one amplifying it. For example, Like a Dragon games have been recycling assets since forever, and so did Zelda TOTK and no one cares.

        In the end, the players would also benefit if the games were made through iterative improvements instead of making everything from scratch every time.

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      • ParlimentOfDoom@piefed.zip ⁨1⁩ ⁨day⁩ ago

        They’re focusing entirely on appeasing the most expensive to satisfy people, at the expense of actual good gameplay.

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  • lath@piefed.social ⁨1⁩ ⁨day⁩ ago

    Earlier these few months, an article popped up educating indie devs on how to attract a publisher and it basically boiled down to “appeal to their money-grubbing soulless husks”, because investors don’t care about games, they care about making profit out of an investment.

    But it defended this kind of practice because profiteers care about results. They want a game to be successful, because it makes them money. However, they’ll also cut their losses early if it doesn’t look good.
    Developers on the other hand just want to express their creative vision, even if this might bring them to ruin. And it’s this cooperation between realism and idealistic, when done properly, that brings out the greatness of a game. Or so they said.

    Unfortunately, a lot of the decision makers involved are idiots who fail to understand the need for balance between the costs of production and unhinged desire for success, artistic or material.

    Kingdoms of Amalur failed because the people in charge spent their money like crazy on comfort and knickknacks.

    Concord failed because the publisher threw a large sack of money at the devs and then fucked right off without a care in the world, leaving a bunch of headless chickens to run around it with no purpose or direction.

    New World failed because it was a project run by scammers looking to scam investors (or so I’ve been told).

    Highguard failed because the owner was dumb. And probably still is. Also, Tencent was their silent investor, who pulled out when shit went sideways.

    Indeed, the formula for a good game doesn’t guarantee success. Even the best of games will fail if the conditions allow it. Yet, for those who simply do not give damn about what they’re making, their carelessness will make damn sure they guarantee its failure.

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    • SweatyFireBalls@lemmy.world ⁨1⁩ ⁨day⁩ ago

      Piggybacking on your comments towards new world, Amazon spent 1b developing their own engine for the game before they started the game. MMOs being what they are, not being the best profit generators in the industry, it was doomed to fail with that kind of price tag before even releasing the game.

      I can’t speak to the scam stuff, but watching the dumpster fire that was that game was some excellent schadenfreude. Expecting to be able to compete with the MMO heavy weights that have been developing for 20 years and the type of rabid content eating gamers that play them, is just an insanely market deaf thing to do, in my opinion.

      As a disclaimer, I didn’t play it, just watched it burn from the outside.

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      • mojofrododojo@lemmy.world ⁨17⁩ ⁨hours⁩ ago

        were they trying to get away from lumberyard (coughcryengine) or was lumberyard what they spent a billion on?

        either way, fascinating

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  • absquatulate@lemmy.world ⁨1⁩ ⁨day⁩ ago

    300 million would kinda make sense, as it would mean an avg of 60k/year for a five year production on a 1000 people team. But how many AAA games are actually that large?

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    • ampersandrew@lemmy.world ⁨1⁩ ⁨day⁩ ago

      Halve the employees and double the salary, and you’ll be closer. Few people on a team will gross $120k, but benefits are part of that cost too.

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      • ms_lane@lemmy.world ⁨17⁩ ⁨hours⁩ ago

        Third the employees.

        Reminder that Skyrim was made with a staff of ~300, that included revamping Gamebryo into Creation.

        Devs with ~1000 devs using UE5 - what are the people even doing other than useless meetings?

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      • iamthetot@piefed.ca ⁨1⁩ ⁨day⁩ ago

        And taxes.

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    • jonathan@piefed.social ⁨1⁩ ⁨day⁩ ago

      They’re not a consistent size over the life of a project. They also contract out a lot of stuff later on to avoid ramping the team up too much.

      Look at Epic games, ~5k staff before the recent layoff. The games they developed over the past 10+ years aren’t even AAA production levels.

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      • Katana314@lemmy.world ⁨9⁩ ⁨hours⁩ ago

        Expanding the team, by contracting or whatever approach they want, is the big mistake that leads a lot of these projects into hell. It draws time away from the core team, by both managing the contractors, and correcting the hundreds of artistic mistakes the contractors are doing. Most historically classic games I enjoyed came from a relatively small team.

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      • MurrayL@lemmy.world ⁨1⁩ ⁨day⁩ ago

        Epic isn’t an apples-to-apples comparison with most other studios. They don’t just make games, they develop and support Unreal Engine for both games and film production, they operate EGS, a motion capture studio, ArtStation, Sketchfab, and a dozen other subsidiaries. It’s a huge company.

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  • Nikls94@lemmy.world ⁨1⁩ ⁨day⁩ ago

    Well yeah 300 million, but is the game any good or is it just made to be doodling with the D‘s of game “Journalists”?

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  • Dyskolos@lemmy.zip ⁨1⁩ ⁨day⁩ ago

    300 million moneyz? And still most games feel empty, dumb and copycats with the ambitious flow of a snail with slime-deficit-disorder?

    Sad…

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    • Atherel@lemmy.dbzer0.com ⁨1⁩ ⁨day⁩ ago

      Can’t take risks when you put in that much money

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      • Dyskolos@lemmy.zip ⁨1⁩ ⁨day⁩ ago

        Sure, i understand the motivation, but…meh. Since when is it the customers job to care? we just pay. Take e.g. Once human or Where winds meet. Also a nice fat budget, but interesting, creative games worth to play. And they even cost nothing. Unless you need fancy clothes. We’re just so americanized we don’t seem to mind. Even the most stupid empty shell of a silly game that is it’s fourth+ re-iteration of a franchise gets sold for at least 59,99 plus release-DLCs, bonus packs and pre-order-boni. Why should they even change if it works so well.

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    • BlackLaZoR@lemmy.world ⁨1⁩ ⁨day⁩ ago

      It’s because creative direction in these comapnies sucks. It’s usually a big, bureaucratized souless machine where your connections mean more than your actual skill.

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      • Dyskolos@lemmy.zip ⁨1⁩ ⁨day⁩ ago

        True that. But then they still expect us to pay 59,99 for the bare minimum…but yet, we do.

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      • Sylvartas@lemmy.dbzer0.com ⁨1⁩ ⁨day⁩ ago

        With a small touch of design-by-committee on top

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  • LordDaveTheKind@piefed.social ⁨1⁩ ⁨day⁩ ago

    Does it count also the Publisher budget (which usually goes to marketing, advertisement, etc.)?

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    • Sylvartas@lemmy.dbzer0.com ⁨1⁩ ⁨day⁩ ago

      Haven’t read the article yet, but most likely, yes. Usually this data comes from the publisher themselves as they are the one fronting the money.

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  • BlackLaZoR@lemmy.world ⁨1⁩ ⁨day⁩ ago

    Meanwhile an indie game from a single dev: 500k players on steam.

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    • null@lemmy.org ⁨1⁩ ⁨day⁩ ago

      For every one game this happens to there are thousands of others that flop every year.

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      • p03locke@lemmy.dbzer0.com ⁨1⁩ ⁨day⁩ ago

        Same thing for AAA studios.

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      • BlackLaZoR@lemmy.world ⁨1⁩ ⁨day⁩ ago

        And yet, lately it’s the low budget indie games that dominate steam charts with massive successes.

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  • commander@lemmy.world ⁨1⁩ ⁨day⁩ ago

    That makes sense after some thought on it because of how long games are in production. Like 5-8 years of a main studio of like 300+ people. Like if it’s plain 100k salary per person a year at 300 people, $30 million in payroll a year. Add overhead like insurance, taxes, benefits. AAA games have support studios they contract out to. Think like the credits having 1000+ names in it. Getting to 300 million for a US/Canada AAA game sounds unsurprising considering how many years games cook now

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  • Ugurcan@lemmy.world ⁨1⁩ ⁨day⁩ ago

    What’s an Overheard, did he means “Overhead”?

    Last time I checked it’s neither salaries, nor overhead, nor executive budgets, but it’s the PR efforts that spend the most chunk. This shithead trying to load that over the shoulder of developers and not advertising teams.

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    • psx_crab@lemmy.zip ⁨1⁩ ⁨day⁩ ago

      This shithead is one of the most prominent videogame industry journalist, so his source is probably way closer to the industry and more accurate in many way.

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  • p03locke@lemmy.dbzer0.com ⁨1⁩ ⁨day⁩ ago

    These are US and Canada productions. If you’re wondering why game X cost so much less, it was probably made elsewhere

    Stardew Valley was made in the US. Same with Terraria, Axiom Verge, Outer Wilds, Balatro, Risk of Rain, Undertale, The Stanley Parable, Hyper Light Drifter, and a shit ton of other games.

    If you’re wondering why game X costs so much less, it was probably made by a indie studio!

    Jason is just lying at this point, if he believes otherwise.

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    • ampersandrew@lemmy.world ⁨1⁩ ⁨day⁩ ago

      This thread is about AAA game budgets, not indie budgets. Even Stardew Valley took 4 years of living off of his partner’s generosity while he earned no income. It paid off, but that’s the exception to the rule.

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      • HubertManne@piefed.social ⁨1⁩ ⁨day⁩ ago

        kinda reminds me of piers anthony advice to writers when they asked what is most needed to become a success. He said a partner who works.

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