Chapter 604 Brainstorming
The designer's explanation continues.
"The current game market is competing for product value. Only the top ten who do well can make money. Other games will either tie or lose to death. Then why are everyone still doing aaa? Because the top ten make basically all the money in the entire market and divide it into every game, the profit is much greater than ten years ago, so everyone is working hard to make quality and squeeze into the top ten. This is a virtuous cycle."
Then, the designer was afraid that the audience would not understand what he said about the small team pre production and the large team production meant, so he further explained.
"A game was developed at the beginning by a small team, and at this scale, only 50 people were suffocated. These people just had to figure out what the game is, how to play, how to do it, etc. This stage is very painful, but it also has a sense of accomplishment."
"After proving that this game can be realized, the production will be fully rolled out, and then the cost budget will be based on the cost budget, the scale will be determined, etc. Generally speaking, if you make a AAA game, the production will require at least 150 people. These people will take nearly two years to completely complete the prototype of the game. Of course, overtime is essential."
Then, the questioner continued to ask, how much does it cost to a person?
The designer thought for a while and it should be mental arithmetic. After finishing the calculation, he continued to smile and said, "We can calculate the four operations at elementary school level. First of all, pre-production. There are only fifty members of this pre-progress project, all of which are elites or senior designers. Their average salary is about 80,000 yuan, and the number of years is 15 years. If you multiply this way, you will know that it only costs at least six million US dollars."
"Then, after pre-production pre-research and development, if the project is appropriate, then carry out research and development of large projects."
"The cost of large projects is much more than the previous pre-research and development, because the number of people will be at least three times higher. Of course, this time, it is impossible for all of the large teams to be fully qualified. Because to form such a large team, a large number of workers are required, and many of them are inexperienced. Don't think that there are so many people in studios like Ubisoft or ea. They only recruit a large number of workers when the team is formed."
"In this way, the average salary dropped to 75,000, and the number of people was 150, which was the minimum number, and it was one and a half years. Multiply these numbers by about 16,800,000 US dollars."
"In other words, just artificial means more than half of the R&D funds."
"And, I calculated it according to the lowest number of people."
"If you just calculate your salary in this way, it will be 22.8 million. According to the company's operation, the real cost is multiplied by 2, so it takes 45.7 million in total. I can't guarantee that this number is absolutely correct. But ** is not far from ten, after all, I have been in the industry for many years."
Then, after hearing the designer's answer, the question returned to the origin again.
He asked, "So according to your calculations, is 50 million US dollars really enough to make a 3a-level masterpiece?"
The Warner Montreal designer thought for a while and shook his head: "It's not enough. There is still a large part of it that has not been included, which is the marketing cost. There are actually many things to pay attention to, and it's not something that is in the industry. It may not be understood by the industry."
The audience all made expressions that they wanted to hear them in detail.
"Let me say that, the reason why gta is expensive is the high cost of the game market is the pleasure of spending. But the problem is that in general, the market costs are calculated in the cost of issuance, not as development costs. Moreover, the price of a 3A-level masterpiece is 60 US dollars. Do you really think that all the sixty US dollars can be obtained by developers? Then you are too naive. On the platform, publishers need to share the share. According to my experience over the years, the last sixty US dollars can fall into the developer's pocket, which is about twenty US dollars in the sixty US dollars."
"If this studio or developer or publisher is under the publisher, you may get a little more share, but not much. You can probably get about five dollars more, that is twenty-five dollars. Don't underestimate these five dollars. You should know that selling three million copies is the sales of "Hot Blooded Rogue". These five dollars are a total of 15 million dollars of gross profit."
"This is why so many manufacturers nowadays like to sell games on steam, and why they like to make PC games, because every time they sell a game on a PC, the money they earn is at least twice as much as they do on the console."
"And a last word."
"As a publisher, you will need a certain market fee every year. This fee is given to this game this year and that game next year. I have never seen any publisher who never publishes games all year round, so this fee is there and cannot be escaped, so it is very reasonable not to calculate the development fee." This is the interview about game development fee that Jester remembers in his mind.
It had a great influence on him at that time.
It was only after reading this article that he had a very intuitive understanding of the distribution, development and sales of the game.
Jester was like many people before. GTA5 sold 50 million shares, and each dish cost 60 yuan. Isn’t that the gross profit of 3 billion US dollars? In fact, the gross profit of R Star is only a little more than one-third of this number, just one billion US dollars. Of course, this is also a lot.
When Jester walked into the conference room, there were already people in the conference room.
The number of people in the entire team is now more than 90, and there are about 40 people qualified to participate in this meeting. This is why Jester plans to maintain this scale within one year and conduct preliminary research and development of the game.
Information about the "Times" project is included in the documents issued by Jest before. Therefore, after Jest announced the start of the meeting, he did not say anything nonsense and went directly to the topic. The so-called topic is the first part of the game development in Europe and the United States. Brainstorming, Jest wanted to hear what others thought about this game.
Only by brainstorming can the spark of wisdom be burst into pieces.
Never think that developing and designing games is just a design or planning job. In fact, all personnel in the entire development team can play a crucial role in the quality of a game.
For example, such examples are common in the development of Blizzard's Diablo series.
At that time, the development team of Diablo 2 was composed of three parts, not a common grouping method of game development teams such as program group, art group and planning group, but program group, character design group (including everything that can move), background design group (including everything that cannot move). Each group had about a dozen people. The reason why there was no planning group was that Blizzard at that time believed that all personnel were planning the game and could participate in the content development and construction of this game.
This is very similar to Jester's philosophy.
To be precise, this is a concept that Jester learned from Blizzard.
Of course, these three groups are just the main development teams of the project "Diablo 2". In fact, because "Diablo" is also a Battle.net game, plus the amazing cg in it, there are two other teams affiliated with Blizzard headquarters to assist in the development, one is called blizzard-irvine. Their main job is to mainly assist in the development of network code and support.
There is also the Blizzard Film Department, which later became an independent department. At that time, it was still within blizzard-irvine. Its main job was to be responsible for the production of cutscenes and assist in the creation of storylines.
All graphics and movie animations in "Diablo 2" are created and rendered with 3D studio max, and the texture materials and 2D interfaces are mainly made with photoshop. The programming languages used by programmers are mainly C and C++, and visual studio and sourcesafe are used as version control tools.
The project was responsible for at the time. After several years, the North Blizzard threatened to resign because he opposed the acquisition of Wei Wangdi. The North Blizzard was completely disbanded and no longer existed.
One thing worth mentioning is.
Many people say that there is no Northern Blizzard, and the bloodline of the Dark Series is impure.
In fact, the predecessor of Northern Blizzard was called Vulture Studio. At the beginning, it was just a very small studio. They were associated with Blizzard, thinking that Blizzard asked them to manufacture a game. After a while, their technology was recognized by Blizzard headquarters, so they were directly acquired by Blizzard and renamed Northern Blizzard.
At that time, the first project after the establishment of Blizzard in the North was to be precise, during the discussion between this project and Blizzard headquarters, which was acquired. This project was Diablo.
It is precisely because of this willingness that many people think that the Northern Blizzard is the one with the "Dark" bloodline, not the Blizzard main body.
Therefore, many people think that the North Blast has been disbanded, so the "Dark" series will be unorthodox.
But in fact, what is the "Dark" series proposed by Vulture Studio at the beginning? It may surprise you if you say it. They actually want to make this game a turn-based RPG! (To be continued, please search for Astronomy, novels are better, updated and faster!
Chapter completed!