Carefully crafted marketing and PR sells games.
word to mouth is a marketing achievement also. Marketing isnt necessarilly considered anything that can be explicitly noticed
Carefully crafted marketing and PR sells games.
Deja vu...word to mouth is a marketing achievement also. Marketing isnt necessarilly considered anything that can be explicitly noticed
On the other hand, web made things really easy for non-consumers to help spread "the word of mouth" - from various viral stunts and selfproclaimed gamer PR spokesperson blogs, to the fact that companies are happily placing their community reps even publicly into gaming forums, let alone any that are there covert.ShootMyMonkey said:Valid point, but as has been shown a few hundred times over, only marketing which is explicitly noticed ever gives rise to word of mouth in the first place
In other words... getting noticed other ways than spamming gaming magazines and websites. Not really any different. Doesn't change the fact that you still have to get noticed first however you might choose to do it and only then does the value of word of mouth among the public really exist.On the other hand, web made things really easy for non-consumers to help spread "the word of mouth" - from various viral stunts and selfproclaimed gamer PR spokesperson blogs, to the fact that companies are happily placing their community reps even publicly into gaming forums, let alone any that are there covert.
The previews say it's because of the shoulder buttons, although it's not a big difference. the game apparently works better with normal buttons (not triggers) on the shoulders and in previews, previewers say that it's something you can adjust to. the rest of the sticks and buttons work fine though. fans may want to get the PS3 version if they really prefer the controls.How is that so? Both controllers have the same amount of buttons.
The previews say it's because of the shoulder buttons, although it's not a big difference. the game apparently works better with normal buttons (not triggers) on the shoulders and in previews, previewers say that it's something you can adjust to. the rest of the sticks and buttons work fine though. fans may want to get the PS3 version if they really prefer the controls.
Although like I said, I want a demo to see for myself.:smile:
Oh, that is interesting. I don't have a ton of face time with the DS3/SIXAXIS but, someone correct me if I am wrong, doesn't it have triggers for L2/R2 just like the 360?
What makes you think that such costs have not already been the case for some PS3/X360 games? There were a handful of titles at that level of costs even on the PS2. There are a lot of factors that affect how much net earnings are seen per unit sold, and the effective spread is actually pretty wide. I've heard figures ranging from as low as $10 to as high as $35 per unit (this is in the US, mind you).I'm hoping costs don't sky rocket next gen at a same or higher pace as we saw between PS2/Xbox and PS3/X360. Otherwise, we'll be calling "1M seller" a failure (ludicrous!).
How much does the average 360 game cost?http://www.digitalspy.co.uk/gaming/a82352/halo-3-cost-gbp15-million-to-develop.html
Interesting article on average PS3 game development cost and the cost of developing Halo 3. The Halo 3 cost was about 30 million dollars (15 million pounds) not including the cost of the marketing (which was probably a lot more). The average PS3 game costs about 15 million dollars.
at $50 a game, since PS3 game prices have gone down a little over the last year, a PS3 game would have to sell around 300,000 copies to break even but that might be a bit optimistic. I'm guessing the average PS3 game costs about the same as the average 360 game.
The article says that the rapid rise in cost from past generations is due mainly to making more detailed graphics which means the cost of getting a game out the door goes way up.
Firstly, a correction to that misreporting is in this thread - Day one isn't the issue. The question of profitable requires one million sales, from which you can derive from the profit per unit to Konami what the cost was. On a $65 game, an amount goes to the store, and an amount is paid up front to Sony, so you'd probably (just a guess though) be looking at a maximum of $40 per unit sold being received by Konami, which would put the cost at $40 million. $50 million seems very unlikely if the million units is an accurate figure, but also on that, it's likely a nice round number for illustration purposes rather than an exact figure. It's just as likely if the game cost $35 million, in the interview the guy would say 'if we were to break even on day one, we'd need a million sales' rather than 'if we were to break even on day one, we'd need 875,000 sales'. You can't really use that remark as an effective measure for the game cost.If MGS 4 needs sells 1 million in day one,so this game cost more tham US$50 million?
How much does the average 360 game cost?