http://www.1up.com/do/newsStory?cId=3155511
I don't have time for a long post patsu, but my point is pretty simply that people are artificially hanging to the lowest number possible to extrapolate how much it costs or Sony to break even on this title. The above news post, discounting the fact GG cost Sony to be aquired, had 100 staff when purchased, over which 45 were on KZ2. Note that in the Fall of 2006 (!) they were projecting a 21M budget and are very specific in reference to the budget costs related to the Norwegian media market. Obviously GG must have done something to undergo delays and still remain under budget to hit the 20M market. Just the cost of the 45 people (the 200 number came from this thread,
someone siting a local broadcast notes it was 140, whatever it was it was above the 45 initially on hand) overthat 4 year period is substantial. I don't know which of you have ever run a business, but if you have a 50K a year employee and start tossing in the cost of benefits and insurances, payroll taxes, liabilities, supplying the cost for workers to do their jobs (quality PCs and software for game dev are not cheap it is easy to see how a dev cycle like this would be expensive internally.
Not including all the Sony provided services as the publisher and invested platform owner. I also find it laughable that the KZ2 marketing budget is only 20M but includes 2 major CGIs on top of all the other marketing expenses. I am sure KZ2 gets a free pass on those DLC costs, but even there you can see Sony had a real cost to cover outside traditional avenues (ones which Sony spent a lot of money on I might add).
Lets put it this way: If Sony developed KZ2 with 20M they really are cheating out their partners. They need to have expansive seminars and material for every partner to contol budgets like they did. 20M would be a meager "total development budget" for the length of time and resources invested into the title.
And yet there is a reason that a lot of publishers and even Sony are bleeding like crazy. And we don't hear of a lot of studios chasing the KZ2 appoach to game dev. Because at the end of the day, even if the numbers can be toyed with, a 3rd party has to account for all these "overhead costs" at some point.
If KZ2 was a 3rd party the measure stick would be the amount of invstment KZ3 received. Unfortunately as an invested 1st party asset we are only left with whatever bones the companies wish to disclose (or message... no one wants to be known as the 100B game that sold 10k copies!). But if we see studios struggle with smaller staffs and shorted dev cycles and reasonable sales numbers we can make some basic assumptions. And logic tells me they didn't delay their title and still fall under their project budget projection from 2006 and that is all inclusive of all dev budgets and an expanding dev team.