$200M before the Sony acquisition and $200M after. It’s a little hard to believe. The story seems to only be coming from Colin Moriarty right now, but I trust Jordan Middler to consider it at least reasonably plausible if he wrote it up for VGC.
UPDATE: Sources not corroborating $400M number.
https://80.lv/articles/multiple-sources-dispute-concord-s-usd400-million-budget/
Because the truth is worth knowing, and it sucks that this stuff is obfuscated the way it is compared to something like the movie industry. If true, I’d call it constructive reporting if the message becomes clear that this is an example of what’s ravaging the industry; trend chasing with absurd amounts of money designed to extract some mythical amount of money from people rather than building good products on sane budgets that keep people employed. But the point is moot if you not only don’t agree but also aren’t in a position to refute it.
This is the defacto argument that gets pulled into reporting, good or bad.
What is the in the point in the truth in this article’s reporting? What about this story told you anything, or anyone, about what’s ravaging the industry? What message does a supposed $400 million cost tell you other than Concord failed? Do you think 160 developers worked on this project over 8 years with the intent to ‘chase the trend’? Do you think they spent 8 years of their lives building a bad product they didn’t believe in? Or was Sony and the entire leadership team able to fool all 160 people that they were building something special when all they really wanted was a trend chaser?
If this article has enlightened you in a way that has somehow eluded me, I would very much like to learn what you’ve gleaned.
The average person has absolutely no idea how much it costs to make a game, so any report that comes out for any game is enlightening. When Skullgirls developers tell people that it’ll cost $150k to make a single new character, and when other fighting game developers weighed in and said, “actually, that’s insanely cheap,” it level sets expectations for what a customer can actually expect out of a producer. The largest productions of their day during the era of the original Xbox and PS2 didn’t even typically come in at $50M per game. There are a lot of reasons why it can’t be exactly that anymore, but ballooning budgets are why the industry is in this spot where it’s wholly unsustainable, because if you’re spending hundreds of millions of dollars and you didn’t make one of the most successful games in the history of the medium, it won’t be making its money back.
Iterating on a trend is smart business. Iterating on a trend over the course of 6 to 8 years is not, not only because it makes the game more expensive to make and raises the floor for success, but also because the audience for that trend has likely moved on. If Concord truly cost $400M to make, it adds one more data point for people to understand how much a game can cost, and maybe, just maybe, it will make more companies focus on building a game that they know they can afford to make rather than being all or nothing on one of the riskiest projects in history. That will keep people employed rather than rapid expansion from investment into a bubble and hundreds of layoffs when the project goes south.
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I don’t think I have anything new to add to answer your questions that I haven’t already said, so I think we can agree to disagree.