Mark Darrah (Former Bioware) on why AAA games cost so much

I think I might also take issue with the general statement that "games are made specifically for us". Games are art, and sometimes, often even, art isn't made for the consumption, they are made for the artist.
Most 'art' is made to pay the bills. Very few have the opportunity to create art for art's sake with no regard for the economics of living; they instead have to find how to incorporate their artistic sensibilities, if they can, into commercial ventures, and invariable compromise their artistry.
 
Recent data points on the staggering budgets to develop and market AAA games.

In December, Patrick Kelly, the creative lead for the Call of Duty series, revealed the development costs and sales figures for three of the franchise's more recent games in a court filing. The specific titles and their associated budgets are outlined below.

  • Call Of Duty: Black Ops 3 (2015) – Over $450 million (about £358 million) in development costs – 43 million copies sold
  • Call Of Duty: Modern Warfare (2019) – Over $640 million (about £509 million) in development costs – 41 million copies sold
  • Call Of Duty: Black Ops Cold War (2020) – Over $700 million (about £557 million) in development costs – 30 million copies sold
According to Game File's Stephen Totilo on Blusky, the figures for Black Ops Cold War also cover marketing costs, reported the Metro.

The filing, recently uncovered by Game File, is tied to a lawsuit stemming from the tragic Uvalde, Texas, school shooting in 2022. Filed last May, the suit claims that the Call of Duty series played a role in influencing the shooter, who was reportedly an avid player of the franchise, particularly the three games mentioned in the document.

It's striking to realize that even Call of Duty titles from nearly a decade ago had development costs exceeding those of modern AAA single-player games from Sony. For instance, Horizon Forbidden West was developed for $212 million (approximately £168 million), The Last of Us Part 2 cost $220 million (£174 million), and Spider-Man 2 had a budget exceeding $300 million (over £239 million).

Despite being replaced annually by new entries, Call of Duty games are heavily monetized through microtransactions, making them likely far more profitable than single-player games. However, the precise revenue figures for these games are unlikely to ever be disclosed.

 
I don't even understand why it takes so much money to develop COD. I've played the BO6 campaign lately and enjoyed it but the graphics there could have been in any 10+ years old game too. The game mechanics are still Modern Warfare.

Granted, I didn't bother with PvP but a pvp map design should be a fraction of effort compared to some narrative/gameplay.

What's really new about these games that couldn't be built into a production pipeline to minimise costs?
 
I don't understand the costs either. I think basically it comes down to game-dev is hard. ;) There have been so many companies doing this so long, if there was a business model that could do it cheaper, you'd think it'd have evolved.

On the flip-side for these games, they were profitable, so the investment is worth it. But what that does for other games wanting to be successful and feeling its all about spending large...Concord...the industry seems more risky.
 
I don't understand the costs either. I think basically it comes down to game-dev is hard. ;) There have been so many companies doing this so long, if there was a business model that could do it cheaper, you'd think it'd have evolved.

On the flip-side for these games, they were profitable, so the investment is worth it. But what that does for other games wanting to be successful and feeling its all about spending large...Concord...the industry seems more risky.
Important to note that, while not relevant for most of the games listed above, modern CODs are essentially 4 games in one: the campaign (the smallest part I'd imagine), traditional multiplayer, Zombies, and Warzone.

Warzone itself has a much larger scope than like 90% of games released prior to 2010.
 
There have been so many companies doing this so long, if there was a business model that could do it cheaper, you'd think it'd have evolved.
AAA gaming is becoming increasingly less agile, though. Just reforming to some new 'business model' is harder when studios are growing in size, games are growing in scope and complexity, any weaknesses in leadership are becoming ever more consequential to a game's development progress and overall timeline, all while gamers have higher standards and expectations than ever before.

Publishers could certainly be stricter about studios sizes and deadlines, but they cant afford to send out games that aren't in good shape, either. I think we can see that publishers are trying to keep a lid on things with how every other game these days seems to get at least one delay, but giving into the delays all the time is also probably not helping in a way either, because studios generally know they will get at least some more time if they need it.

And with gamer expectations so high, publishers are afraid of keeping a studio too lean to be able to keep up with the big scope and ultra high fidelity presentation that's demanded.

I do think better studio leadership is probably the #1 thing that needs to be looked at in the current environment. This is obviously an 'easier said than done' sort of thing, but some games just seem so poorly conceived even from early stages that I dont know how they're getting any kind of greenlight unless the leadership is actively pushing for it(and this is ignoring the obvious disasters of studios being asked to make live service games or games they are otherwise unsuited for simply to chase trends). And there needs to be a good Creative lead with actual power and strong vision, who has a good practical head on them at the same time. Again, easier said than done, but I think it's a necessity. Games cant afford to spend years iterating on core concepts while in full production, but all too often that's what I hear development is like with many modern games, often with 'tear it all down and start over' moments which are clearly catastrophic to timelines and thus budget. This cannot happen. This is a monumental failure of leadership in a time where almost nobody can afford this. If ever a director has to say, "This isn't working, we need to start over", they should resign or be fired on the spot. Spending more time in pre-production also seems like an important part of all this. This is a much smaller opportunity cost than trying to shift direction during full production.

Though one clear 'business model' aspect I absolutely think can change basically immediately is marketing budgets. There's zero reason that marketing budgets need to have ballooned in the same way that the actual game development budgets have. The thinking seems to be, "The more we've spent on development, the less we can afford for this game not to be a success, so we need to spend equally big on marketing as well", which is just a cursed cycle of logic. I know there's times where we can look at certain games not selling well and saying, "Well it just didn't get enough marketing", but that's not the same thing as saying it didn't have a large enough marketing budget necessarily. All too often when I see gamers talk about certain games not getting enough marketing, they aren't saying there weren't enough buses plastered with the game on the side, or not enough building-sized ads in LA, they mean the publisher themselves just didn't talk about it enough or push enough previews to outlets, or didn't give them good showcases in presentations. Stuff like that which is eminently fixable and doesn't require spending an extra $50,000,000+.
 
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I thought there were all these layoffs in the past 1-2 years..

So maybe games now in development will be pared back.

A lot of it is marketing and advertising. Will publishers advertise as heavily if console hardware sales are stagnant?

COD commercials were on TV a lot at one time but not in awhile.
 
I struggle to understand why certain games, Call of Duty for example, even need much marketing at this point. It’s going to sell gangbusters regardless I would think.
 
I struggle to understand why certain games, Call of Duty for example, even need much marketing at this point. It’s going to sell gangbusters regardless I would think.
Grandma can't buy it for little Timmy if Grandma doesn't know that it exists. Also, little Timmy needs to know it exists, too. He's too busy at all those other kids mom's houses to be paying attention when the next COD comes out.
 
Grandma can't buy it for little Timmy if Grandma doesn't know that it exists. Also, little Timmy needs to know it exists, too. He's too busy at all those other kids mom's houses to be paying attention when the next COD comes out.
It comes out every year without fail. It’s hard to imagine a minimal marketing campaign would affect sales at this point. It's probably almost as ubiquitous as a national holiday.
 
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Madden and FIFA comes out every year. But EA advertised them almost every year.

You still have to make the sale because people may ask, what is different from last year's version and why pay $70 unless it's a completely new and different gaming experience?

Hell, wait a couple of months and buy it on sale for $30 instead of $70 on release date or pre-order.

They used to really push pre-orders.
 
I struggle to understand why certain games, Call of Duty for example, even need much marketing at this point. It’s going to sell gangbusters regardless I would think.
For the same reason that Coca Cola, BMW and other unforgettable brands still advertise everywhere. It helps maintain brand recognition/perception, helps prevent buyers regret, helps to create a emotional attachment to the brand, etc.. For example how many people associate the (red) Coca Cola truck with christmass and get the Christmas (positive) feeling from seeing that commercial, that in terms can translate to the same feelings for the brand.
 
I can guarantee that Miyamoto has said that many many times.
I'm talking with huge budget AAA games. And in studios that dont have leeway because they dont have the complete assurance their game will be a massive sales success basically no matter what.

Nintendo continues to be basically an exception to almost all of the rest of the industry's issues.
 
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