He probably should have an idea what is considered a success and since he is doing a game with/for Sony, it might even be similar to what Sony's expectations are.
With that, I think it is reasonable to think that a title that has produced sequels (especially one that will be in its third iteration or beyond) would have been profitable enough to be considered a "success", regardless of costs.
You don't need to fund multi million dollar games all over the world to do that. Look at the lessons learned this gen. First and foremost the Wii, it's #1 because it totally differentiated itself from the other two with entirely new controls that went after an entirely different demographic. They even managed to do that using hardware that predates the cretaceous period. They of course still make their own games, but their costs aren't out of control as they are at some of Sony's studios.
Yeah, he probably has a better better sense of reality than the posters who thinks a game selling 2.5 million is a failure or not selling to expectations. Those posters have lost some credibility in my eyes.
It all depends on the scale; a sequel bringing half a million of profit on the tails of a sequel bringing a million of profit is hardly a success.
Also, for the purposes of your statement, a sequel is something that reuses significant portions of the effort for the previous installment, e.g. Killzone 2 and MGS4 and Final Fantasy XIII aren't exactly sequels.
Which is completely nonsensical if you don't know the budget for developing the game. Don't know how much was spent on advertising. Don't know how much the division spends on day to day operating costs. Don't know how much much of the MSRP goes to the publisher and how much is for distributors and retailers. Don't know how much is spent on shipping and handling. Etc.
What I meant was, having a sequel is a surrogate marker for relative success in a title in the majority of circumstances. It is as good as we're going to get with how satisfied a publisher is with the success of a title, without having to make wild guesses about production costs.
Factor 5 has closed, and Ninja Theory was let go with no probability for a sequel to Heavenly Sword.
I also know that at least some guys have left SCEE to work on Brink at Splash Damage. Getting exact data on the number of devs at that studio isn't a trivial thing but maybe I'll try to dig up something during the weekend; to put it short layoffs aren't the only way to shrink down the size of a studio.
Sequels can also be attempting to recoup the cost of making the original if they think the sequel will sell similarly to the first title that wasn't a success. But with reduced dev cost of basically reusing everything. If they have same sales, the sequel might be successful enough to break even overall and possibly gain a modest profit.
In this case, KZ3 would be a perfect example of this. If it sells in similar numbers to KZ2, but has half or even a quarter of the dev costs, suddenly the potential profit has just sky-rocketed. Despite the fact that the first title may have only broke even or ended up costing the publisher money.
Regards,
SB
Factor 5 has closed, and Ninja Theory was let go with no probability for a sequel to Heavenly Sword.
I also know that at least some guys have left SCEE to work on Brink at Splash Damage. Getting exact data on the number of devs at that studio isn't a trivial thing but maybe I'll try to dig up something during the weekend; to put it short layoffs aren't the only way to shrink down the size of a studio.
Which is completely nonsensical if you don't know the budget for developing the game. Don't know how much was spent on advertising. Don't know how much the division spends on day to day operating costs. Don't know how much much of the MSRP goes to the publisher and how much is for distributors and retailers. Don't know how much is spent on shipping and handling. Etc.
It's quite easy for a game to sell over 2 million and probably still end up costing the parent company money due to not only cost directly associated with the game but also costs for day to day operations of said company.
Likewise, it's quite possible a game might sell 1 million or less units if developement costs is not only low, but there's been a blockbuster released by said company that can cover the day to day operating costs (which are NOT cheap for a large company).
A game with a dev cost of 1-5 million and little to no marketing budget probably doesn't need much to post a profit. Especially if said company also had something like MW2 on the side that has already paid for all day to day operating costs for the entire year.
A game with a dev cost of 20-40 million and a marketing budget in the 5-10 million range and with NO blockbusters among the other games published by the parent company would probably need to sell more than 2-4 million units in the first 3 months to even break even for the company. Since, there's not only high costs to recoup, there's also a higher gamble that must be taken in initial duplication in the hopes that it sells well. Additionally there's no other blockbusters sold by said publishers to cover day to day operating costs which will have to be bourne by all titles sold by the company rather than one title basically paying for it all and giving a free ride for the rest of the titles.
Problems come in if they can't sell many units in the first 3 months if they then have to discount the game in order to move significant numbers of units to try to recoup costs.
Regards,
SB
...with sony now in the process of replacing nintendo in making the best/highest quality HD games...
Got it. So if you don´t know all the parameters that you list above it makes sense to assume that a game selling 2.5 million is a failure.
Don´t get your point.
Nevertheless, the bar is set by the publisher itself, not by a random forum poster. Whether it was a profitable venture or otherwise, a title would have met the publisher's own performance criteria to warrant a sequel.
All I've been talking about is general expectations and not just mine. In the months before the release of practically any PS3 exclusive, all the sales and games related threads even on this forum were full of how KZ2 / UC2 / MGS4 / whatever is going to be the next big thing, dominating sales charts and moving mountains of PS3s, and sometimes with how the current or upcoming big X360 title is going to be nothing.
Then the monthly NPD results were published and the highly expected PS3 titles were on the bottom end of the sales charts (with Nintendo and MS taking turns in dominating the top). So the people praising Sony's exclusives in advance have - in a nice display of cognitive dissonance - moved on to talk about the next upcoming PS3 exclusive. This has happened several times and the only exception was MGS4.
(Oh, and in some cases everyone was expecting some games to come up at the top of the monthly charts, like with KZ2...)
This is what I've made the apparently fatal mistake of calling attention to. Obviously, I should have expected the very same people to vehemently deny this phenomenon in retrospect.