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Gość Mr. Blue

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Odpowiedź UbiSoft na temat okrojonej grafiki W_D i obecności oryginalnych plików i ustawień na PC - http://watchdogs.ubi.com/watchdogs/en-us/news/index.aspx

 

Drodzy gracze, weźcie przestańcie kupować szroty tej firmy w dniu premiery, skuszeni fałszywymi materiałami promocyjnymi i stertą przekłamań. Zacznijcie myśleć i "głosować portfelem", gdyż ewidentnie tworzy nam się tu kolejne EA czy kolejne Activision. Nie mówię tu tylko o tej kontrowersji z grafiką, ale ogólnie, o ich praktykach z wyciąganiem kasy konsumentów przy jak najmniejszym nakładzie pracy.

 

Może jestem w mniejszości, ale po tych ostatnich cyrkach (downgrade Watch_Dogs, pierdyliard edycji kolekcjonerskich z pierdyliardem DLC, brak grywalnych kobiet w Asasynie i FarCry, UPlay i ukrywanie jego wymagania na Steam, oraz generalnie bezczelności firmy jeśli chodzi o PR), to aż wstyd by mi było cokolwiek od nich kupować.

 

 

 

Edytowane przez Suavek
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  • 2 tygodnie później...

Podoba mi się fragment gdy autor filmiku opisuje zachowanie wrogów jako iluzję wyższego poziomu trudności. Doskonale widać, że niezależnie od typu przeciwnika ich zachowanie jest identyczne - kręcą się wokół postaci i blokują ataki bardzo rzadko wdając się w walkę. Ale to algorytmy nienajgorsze jak na standardy '98. Poza tym Zelda i tak rządzi xD

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Pierwsza Zelda w jaką grałem to właśnie Ocarina of Time. Była to zarazem jedyna i ostatnia Zelda w jaką grałem, gdyż za cholerę nie mogłem pojąć co ludzie w tym widzą. Aż bym rzucił kilkoma niezbyt pochlebnymi wyrażeniami, ale obawiam się, że posypią się minusy od miłośników serii...

 

Niemniej jednak po tym filmiku zaintrygował mnie A Link to the Past. Może kiedyś dam grze szansę.

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Pierwsza Zelda w jaką grałem to właśnie Ocarina of Time. Była to zarazem jedyna i ostatnia Zelda w jaką grałem, gdyż za cholerę nie mogłem pojąć co ludzie w tym widzą. Aż bym rzucił kilkoma niezbyt pochlebnymi wyrażeniami, ale obawiam się, że posypią się minusy od miłośników serii...

 

Niemniej jednak po tym filmiku zaintrygował mnie A Link to the Past. Może kiedyś dam grze szansę.

 

ale tu chodzi o to żebyś zagrał w pierwszą :/

Odnośnik do komentarza

Odpowiedź UbiSoft na temat okrojonej grafiki W_D i obecności oryginalnych plików i ustawień na PC - http://watchdogs.ubi.com/watchdogs/en-us/news/index.aspx

 

Drodzy gracze, weźcie przestańcie kupować szroty tej firmy w dniu premiery, skuszeni fałszywymi materiałami promocyjnymi i stertą przekłamań. Zacznijcie myśleć i "głosować portfelem", gdyż ewidentnie tworzy nam się tu kolejne EA czy kolejne Activision. Nie mówię tu tylko o tej kontrowersji z grafiką, ale ogólnie, o ich praktykach z wyciąganiem kasy konsumentów przy jak najmniejszym nakładzie pracy.

 

Może jestem w mniejszości, ale po tych ostatnich cyrkach (downgrade Watch_Dogs, pierdyliard edycji kolekcjonerskich z pierdyliardem DLC, brak grywalnych kobiet w Asasynie i FarCry, UPlay i ukrywanie jego wymagania na Steam, oraz generalnie bezczelności firmy jeśli chodzi o PR), to aż wstyd by mi było cokolwiek od nich kupować.

 

 

 

 

 

widze Suavku ze podzielamy to podejscie wobec zjawisk takich jak hype czy pre-ordering. Pisalem to wiele razy, ale z checia skrobne to bardzo subiektywne wrazenie jeszcze raz: rynek gier upada. Licencje staly sie produktami popkultury masowej. Sa splycane, smarowane brokatem i dla osoby ktora poza praca i rodzina rozwija jakies wlasne zainteresowania i byc moze chce poglebiac swoj swiatopoglad dzieki sztuce jaka powinny byc gry nie sa w stanie nic zaoferowac. 

 

Gry staly sie biznesem i to bardzo oplacalnym. Wystarczy odgrzac kotleta po raz 8 jak Activision i hajs sie zgadza. Ja sie zastanawiam jak musza czuc sie sami tworcy tych gier, ktorzy maja narzucone granice w ktorych maja stworzyc kolejna czesc. Kolejna, ktora nic nie wnosi. Dla mnie to totalny cios dla ambicji. to jak skladanie czegos na tasmociagu w kolko i w kolko do konca zycia bez perspektyw na wyrwanie sie z trybow ogolacania graczy z pieniedzy. To nieetyczne. Zawsze uwazalem ze w tej materii pewnego rodzaju ostroznosc jest niekorzystna. kto nie ryzykuje, ten nie wygrywa. kto stoi w miejscu ten sie cofa. ile ludzi w branzy musi miec bol dupy, gdy znowu GTA okazalo sie jedna z najlepszych gier generacji. Ta gra jest zawsze inna, niektorym sie moga zmiany nie podobac, ale innym tak, przez co seria lowi NOWYCH fanow. Jaka liczba NOWYCH fanow moze poszczycic sie COD? AC? Dla mnie te gry to uposledzone dzieci pod calodoba opieka. albo moze inaczej - wyprane z wlasnych pogladow ubezwlasnowolnione istoty ktore zyja w piwnicy "chronione" przed "zlem" tego co jest na zewnatrz i jest nieznane. I przede wszystkim skazane na tych co juz grali i gra im podeszla za pierwszym razem na tyle, by kupowac wciaz to samo. 

 

Wyrobilem sobie bardzo niesprawiedliwa opinie o AC, ale z pewnych powodow uwazam ze mam do tego prawo. Rozumiem ze nowoscia sa statki, wczesniej zwierzyna i jeszcze wczesniej multiplayer i to ok, ale to za malo, by kazda osobna czesc byla traktowana inaczej niz "duze DLC". Nie rozumiem dlaczego scenariusze sa sztampowe i hollywoodzkie. Nie rozumiem dlaczego kazdy Asasyn nadawalby sie na okladke dla Bravo Girls. Kogos jara watek milosny rodem z "Milosci na bogato" w takich grach? Jakos Naughty Dog pozwolilo sobie na usrednienie bohaterow The Last of Us. Nie sa przekoksowani, ale maja za to cos czego brakuje grom od Ubisoftu- wiarygodnosc. normalnosc. indywidualnosc. Bohaterowie od Ubi to dla mnie manekiny z najbardziej wyekploatowanych szufladek.

 

Nie rozumiem tej ostroznosci. Wszak wszelkie zapowiedzi wita sie z otwartymi ramionami, jesli widac ze seria zalicza spory progress, a tworcy maja odwage ba eksperyment. skoro sprzedaje sie non stop to samo (pipi), a mimo to nikt nie pochlebia odgrzewania kotletow, to czy niemozliwe jest wypromowanie ambitnego projektu, eksperymentu? Za kazdym sukcesem tasiemca stoi PR.

 

co do tego Vaasa v2 z FC 4- czy to jakis zart? Typ gada do swojego ziomka a potem go dziurawi kozikiem? Ma mi to zaimponowac czy jak? no nie bardzo. po takiej scenie wiem ze ta gra jest znowu plaska jak cycki 7 latki. Najgorsze co moze byc to nieudana, nieuzasadniona brutalnosc. mialo byc chyba badassowo. ale nie wyszlo, przykro mi.

 

 

 

edita: coz widze ze troche poplynalem w inna strone, ale strasznie boli mnie fakt, ze material jaki jest trzymany w rekach Ubisoftu jest za kazdym razem partaczony. a AC niewatpliwie ma potencjal, tylko za bardzo chce byc "popularny". Nie wiem czy to co tu napisalem to tylko moje ekstremalne odczucia? serio nikogo nie kluje w oczy to co serwuja nam wydawcy? Gdybym postawil siebie w roli recenzenta, na pewno skupilbym sie na tym aspekcie i pod katem tych przemyslen tworzyl ocene gry. a nie czy znowu fajna grafika albo nowe misje poboczne, ktore sa wymyslaniem kola na nowo. Moze Ubi by troche przystopowalo z wydawaniem masy srenich gier i skupilo sie na dopracowywaniu wszelkich aspektow pod katem graczy. w tym biznesie gry tworza srodowiska graczy a nie na odwrot niestety.

Edytowane przez Najtmer
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Ja dalej żyję nadzieją, iż pewnego dnia wydawcy zrozumieją, że to właśnie te ryzykowne projekty mają szansę przynieść mnóstwo korzyści. Tak, dokładnie. Myślę że tak naprawdę, masa ludzka bardzo mocno zainteresowałaby się czymś odmiennym. Tylko to coś odmiennego, musi faktycznie w jakiś sposób pociągać. I mieć taki sam budżet marketingowy co te bezpieczne tasiemce - wtedy może urodzić się mega popularna, uwielbiana seria. Wydawcy jednak dają malutki rozgłos takim odmiennym grom, a potem dziwią się, że sprzedaje się gorzej niż kolejny Asasyn z budżetem reklamowym na miarę Spider-Mana.

 

Taka tam moja teoria. Ale reklama i hype działa cuda. Mam wrażenie, że ci wszyscy gracze napalili się na Watch Dogs tylko z powodu właśnie tego hajpu. "Wszyscy o tym gadają, to musi być dobre!". Tak mi się przynajmniej wydaje patrząc na fanpejdża PS4, gdzie jest pełno nieogarniętych januszków-pępuszków.

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mi sie W_D od razu wydalo podejrzane. smierdzialo to stara jak swiat zagrywka podciagnietej grafiki, ale oczywiscie idioci dali sie zlowic na haczyk i teraz mamy cyrk i dwulicowosc. Ci co wyszli na debili pietnuja W_D w najbardziej prostacki sposob obrzucajac tworcow srogimi wulgaryzmami.

 

Gdy mi ktos pol roku temu pisal ze W_D zje na sniadanie GTA V to jedyne co mi sie nasuwalo na usta to usmieszek politowania. chyba mialem racje. 

 

a co do afery z obnizaniem jakosci grafy na pc, to ja tam wierze w teorie spiskowe i to, ze Sony i Ms posmarowali, bo by wyszlo ze ich nowe konsole sa juz na starcie gorsze w widoczny sposob od pc. ale i tak mam to w (pipi)e, wolalbym zeby gry byly maxem mozliwosci kazdej platformy i kazdy znalazl cos dla siebie. nie nawoluje do szydzenia.

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http://www.vg247.com/2014/07/08/gamestop-preorder-strategy-smells-dreadful/

GameStop chce swego udziału w produkcji gier w zamian za ekskluzywną zawartość dostępną tylko w ich sieci. I bynajmniej nie mowa o byle DLC...

 

Już sobie wyobrażam kolaborację EA i GameStop na ekskluzywne zakończenie Mass Effect 4...

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http://www.vg247.com/2014/07/08/gamestop-preorder-strategy-smells-dreadful/

GameStop chce swego udziału w produkcji gier w zamian za ekskluzywną zawartość dostępną tylko w ich sieci. I bynajmniej nie mowa o byle DLC...

 

Już sobie wyobrażam kolaborację EA i GameStop na ekskluzywne zakończenie Mass Effect 4...

 

A nie Activision i Gamestop? Specjalna Gamestop mapa dla nowego Call Of Dúúúúuty

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Gość mate5

The Possible Price Tags For 115 Video Games, From E.T. To Watch Dogs

 

Please note: These figures are not adjusted for inflation. Also, development or marketing costs does not represent the total cost of the game. Non-development or marketing costs have been labeled.

 

1982

 

E.T. - $23 million (licensing) - In Master of the Game — a 1994 biography about the late Steve Ross, then-CEO of Atari's then-parent company Warner Communications — Skip Paul, an Atari executive at the time, told author Connie Bruck the company spent $23 million to secure the license for the infamous bomb.

 

Frogger - $5 million (marketing) - In an early 1984 New York Times piece about the status of the gaming industry, Jerry Thompson, then an executive at Parker Brothers, said marketing costs for the Atari 2600 version of this arcade hit were $5 million.

 

1983

 

Dragon's Lair - $3 million - According to Jamie Russell's book Generation Xbox, the handdrawn animation for this laserdisc game cost $1.3 million and the total cost of creating the game and cabinet amounted to $3 million.

 

1992

 

Ultima VII: The Black Gate - $1 million - In a 1992 interview, Richard Garriott told University of Texas student publication The Daily Texan the seventh entry in the famed RPG series cost $1 million to develop.

 

1993

 

Ground Zero: Texas - $3 million - A 1994 Chicago Tribune report on interactive movie games claimed Sony Imagesoft's FMV shooter for the Sega CD had a $3 million production budget.

 

1994

 

Mortal Kombat II - $10 million (marketing) - According to the New York Times, Acclaim spent more than $10 million marketing this fighting game sequel.

 

Wing Commander III - $5 million: The third entry in the Origin space franchise had a budget of almost $5 million, according to the Los Angeles Times.

 

1995

 

Full Throttle - $1.5 million - While tweeting about the record-breaking Double Fine adventure game Kickstarter, Tim Schafer revealed that his 1995 biker adventure game had a $1.5 million budget.

 

Twisted Metal - $0.8 million - In an interview with IGN, David Jaffe claimed his first car combat game cost $800,000 to develop.

 

1996

 

Crash Bandicoot - $1.7 million - During a 2004 Australian Games Developer Conference presentation, Naughty Dog cofounder Jason Rubin said the development budget for their signature PlayStation platformer was $1.7 million.

 

Wing Commander IV - $10 million - A 1996 Texas Monthly profile claimed the space combat sequel had a $10 million budget. Of that $10 million, $8.5 million was spent on live-action video sequences, according to Jamie Russell's Generation Xbox.

 

1997

 

Crash Bandicoot 2 - $2 million - Jason Rubin claimed the first Crash sequel cost $2 million.

 

Oddworld: Abe's Oddysee - $2.5 million - A 1998 Forbes article about Oddworld Inhabitants pegged development costs of the company's first game at $2.5 million.

 

PaRappa the Rapper - ¥90 million - A 2013 Edge magazine piece about the creation of the seminal rhythm game said the budget was "around 90 million [yen]."

 

Riven - $20 million - According to a 1997 BusinessWeek report, the Myst sequel cost $10 million to develop and an additional $10 million to market, suggesting a total spend of around $20 million on the followup to the then-bestselling PC game of all-time.

 

1998

 

Grim Fandango - $3 million - In another tweet about the Double Fine adventure game Kickstarter, Tim Schafer said his last title for LucasArts cost $3 million.

 

Thief: The Dark Project - $3 million - A Game Developer postmortem from lead programmer Tom Leondard said the development budget on the stealth classic was $3 million.

 

The X-Files Game - $6 million - On his resume, a former executive at X-Files Game developer HyperBole Studios claims the FMV adventure game had a $6 million development budget.

 

1999

 

Crash Team Racing - $2.4 million - Jason Rubin said $2.4 million was spent developing this kart racer, which was Naughty Dog's last Crash Bandicoot game.

 

EverQuest - $3 million - In an interview with PC Zone, EverQuest II producer Andy Sites claimed the development budget on the first game was $3 million.

 

Gabriel Knight 3 - $4.2 million - In a Gamasutra postmortem, the project's technical lead Scott Bilas revealed that the development spend on the adventure game sequel was $4.2 million.

 

Resident Evil 2 $1 million - Development costs on Angel Studios' Nintendo 64 port of the horror sequel were $1 million, according to a Game Developer postmortem.

 

Shenmue - $47 million - In a GDC 2011 presentation, Yu Suzuki said the infamously expensive game's total cost was $47 million, not $70 million as commonly reported.

 

System Shock 2 - $1.7 million - According to a Game Developer postmortem by Irrational cofounder Jon Chey, the sci-fi horror sequel's budget was $1.7 million.

 

Unreal Tournament - $2 million - In his Game Developer postmortem, former Epic Games programmer Brandon Reinhart said the multiplayer shooter's development budget was $2 million.

 

2001

 

Black & White $5.7 million - Peter Molyneux's Game Developer postmortem for the game said the god game cost $5.7 million to develop.

 

Dark Age of Camelot - $3.1 million - Mythic cofounder Mark Jacobs told Gamasutra in 2008 the fantasy MMO cost $2.5 million to develop and an additional $650,000 to market, indicating a combined launch spend around $3.1 million.

 

Dave Mirra Freestyle BMX 2 - $4 million (marketing) - In a press release, publisher Acclaim revealed that the extreme sports sequel had a marketing budget of $4 million.

 

Jak and Daxter - $14 million - Jason Rubin said Naughty Dog's followup to Crash Bandicoot cost $14 million to develop.

 

2002

 

Freedom Force - $2 million - Ken Levine told an MIT audience the retro superhero strategy game cost $2 million to develop.

 

Hitman 2 - €3.5 million - In an article from a Danish governmental trade council's English-language publication, IO Interactive managing director Janos Flösser said the Hitman sequel had a development cost of 3.5 million euros.

 

Lord of the Rings: The Two Towers - $20 million - The first console game based on Peter Jackson's famed film adaptation had a $20 million budget, according to a former Stormfront Studios technical director.

 

NFL 2K3 - $15 million - Then-Sega COO Peter Moore told The Wall Street Journal the budget for the company's second multiplatform football game was about $15 million.

 

2003

 

Enter the Matrix - $67 million - TheLos Angeles Times reported that development costs on this game tie-in were $20 million, a figure the paper said "[did not include] marketing expenses or the cost of the extra hour of movie footage [included in the game]." Atari also paid $47 million to acquire The Matrix license and developer Shiny Entertainment from Interplay, who originally owned both the license and developer.

 

Jak II - $15 million - Development costs on this divisive gritty, open-world sequel were $15 million, according to Jason Rubin.

 

Toontown Online - $18 million - A former Disney software engineer claims this now-shuttered kids MMO cost $18 million.

 

Uru: Ages Beyond Myst - $12 million - The cost of the fourth Myst game was more than $12 million, according to an Associated Press report.

 

2004

 

Call of Duty: Finest Hour - $8.5 million - The first Call of Duty console game's development contract, released as part of a lawsuit between developer Spark Unlimited and Activision, pegged development costs for the game at $8.5 million.

 

City of Heroes - $7 million - A 2004 Forbes profile of then-developer Cryptic Studios claimed the development cost of the superhero MMO was $7 million, and publisher NCSoft budgeted $18 million for annual marketing, maintenance and support costs.

 

Driv3r - $34 million - Bruno Bonnell, then-chairman of publisher Atari, told The Wall Street Journal marketing and development budgets for the tepidly received open-world game were both around $17 million, bringing total spend to around $34 million.

 

Half-Life 2 $40 million - In a 2004 interview, Gabe Newell admitted the game's development cost in excess of $40 million.

 

Halo 2 - under $20 million - A spokesperson for Microsoft told The Wall Street Journal development costs on Bungie's sequel were under $20 million.

 

Jak 3 - $10 million - Jason Rubin's presentation said the last game of Naughty Dog's trilogy, produced in half the time of its predecessors, cost $10 million to develop.

 

World of Warcraft - $200 million - In a September 2008 analyst conference call, Blizzard disclosed that the cost of four years of post-launch upkeep on the blockbuster MMO was $200 million.

 

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2005

 

Advent Rising - $4 million - In a story about the game, MTV reported that Chair Entertainment spent $4 million developing their sci-fi epic.

 

Call of Duty 2 - $14.5 million - During a speech at the 2005 Montreal International Game Summit, Infinity Ward cofounder Grant Collier revealed that the World War II shooter sequel and next-gen launch title cost $14.5 million to develop.

 

Guild Wars - $20-30 million - ArenaNet cofounder Jeff Strain told the Seattle Times his company spent between $20 million and $30 million developing their first MMO.

 

Guitar Hero - $1.7 million - In a recent profile of Harmonix, BostonInno, a Boston tech/startup blog, claimed the first Guitar Hero's development budget was $1.7 million.

 

Jak X - $10 million - Jason Rubin claimed Naughty Dog's final Jak and Daxter game, produced shortly after he left Naughty Dog, cost $10 million to develop.

 

King Kong - $20 million - Michel Ancel's movie tie-in had a budget over $20 million, according to a New York Times report about the game.

 

The Matrix Online - $8.5 million - The marketing and PR spend on this now-defunct licensed online game was more than $8.5 million, according to a former Warner Bros. marketing manager.

 

Mortal Kombat: Shaolin Monks - $20 million - The former studio head and founder of developer Midway Studios Los Angeles (previously Paradox Development) said on her resume this fighting game spinoff had a development budget of $20 million.

 

Quake 4 - $15 million - In a 2005 profile of developer Raven Software, the Wisconsin State Journal—a local Madison, Wisconsin newspaper—reported that the shooter sequel cost around $15 million to develop.

 

Psychonauts - $11.8 million - Caroline Esmurdoc, then-COO of Double Fine, claimed in a Game Developer postmortem the company's literally mind-bending platformer had a development budget of $11.8 million.

 

2006

 

Anno 1701 - €8 million - A press release from developer Sunflowers pegged development costs of the strategy game at eight million euros.

 

Empire Earth III - $10 million - A former Mad Doc Software producer said the strategy sequel cost $10 million to develop.

 

Gears of War - $10 million - During a speech at the London Games Summit, Mark Rein, vice president of Epic Games, said development costs on the game were "around $10 million."

 

Ghost Recon Advanced Warfighter - $18 million - The first Tom Clancy title for HD consoles cost $18 million, according to the biography of a North Carolinian news anchor and actress who appeared in the game.

 

Lost Planet - $40 million - According to a 2006 Forbes report, marketing and development budgets on Capcom's game were both $20 million, pegging total spend around $40 million.

 

Red Steel - €10 million - A 2006 radio story about developers at Ubisoft's headquarters in Paris on French news station France Info revealed that the Wii launch title's development budget was 10 million euros.

 

Scarface: The World is Yours - $2.5 million (audio) - The audio budget alone on the open-world crime game was $2.5 million, according to a Gamasutra postmortem by the project's audio director, Rob Bridgett.

 

Test Drive Unlimited - €15 million - The development budget for this open-world racing title was 15 million euros, according to a former Eden Games project manager.

 

Unreal Engine 3 - $40 million - In a CNNMoney column about Unreal Engine 3, journalist Chris Morris reported that the cost of development of Epic's third engine was more than $40 million.

 

2007

 

Age of Conan - kr200 million - Norwegian business publication Dagens Næringsliv reported that Funcom's fantasy MMO cost in excess of 200 million Norwegian kroner.

 

BioShock - $15 million - Irrational Games' Ken Levine claimed in an MIT Q&A session that development costs on the dystopian first-person game were $15 million.

 

Black College Football Experience - $9 million - According to a former executive at now-defunct developer Nerjyzed Entertainment, the budget on this football simulation was $9 million.

 

Crackdown - $20 million - David Jones, former head of now-defunct developer Realtime Worlds, told GamesIndustry.biz the cult open-world game had a development budget of around $20 million.

 

Crysis - €15 million - At the 2008 Games Convention Developers Conference in Germany, Cevat Yerli said the PC-only shooter had a development budget of 15 million euros.

 

Halo MMO - $90 million - In an interview with IncGamers, Dusty Monk—a former Ensemble Studios engineer—claimed the studio's never released Halo MMO (codenamed "Titan") had a project budget of $90 million.

 

Heavenly Sword - $20 million - A former Sony Computer Entertainment Europe senior producer pegged Ninja Theory's cinematic action title at a development cost of $20 million.

 

Marathon 2: Durandal - $0.3 million - Development costs on the Xbox Live Arcade port of Bungie's 1995 FPS sequel were $300,000, according to a Gamasutra postmortem.

 

Rock Band - $20 million - According to BostonInno, the development budget on the first Rock Band was $20 million.

 

Strangehold - $30 million - In an interview with GamesIndustry.biz, former Midway Europe managing director Martin Spiess said the John Woo action game "cost around $30 million."

 

Stuntman: Ignition - $20 million - A former Paradigm Entertainment designer said the project's development budget was $20 million.

 

2008

 

Braid - $0.2 million - During a GDC presentation, Jonathan Blow said he spent $200,000 on development of his acclaimed deconstructive puzzler.

 

The Chronicles of Narnia: Prince Caspian - $20 million (marketing) - The game tie-in's marketing campaign cost $20 million, according to a former Disney special projects manager.

 

Gears of War 2 - $12 million - The shooter sequel cost $12 million to develop, according to a presentation Epic Games CEO Tim Sweeney gave at a 2009 computer graphics conference.

 

Golden Axe: Beast Rider - $15 million - According to a Game Developer postmortem, Sega spent $15 million on development costs for Secret Level's HD Sega IP reboot.

 

Guitar Hero: Aerosmith - $5 million (marketing) - A former RedOctane marketing associate said it cost $5 million to market this single-artist music title.

 

Left 4 Dead - $11 million (marketing) - Valve told Edge Online the company's marketing budget for the zombie game was $11 million.

 

The Witcher - zł20 million - During a GDC 2012 presentation, CD Projekt RED cofounder Marcin Iwiński said the PC-only RPG had a $2 million marketing budget. And according to the site of CD Projekt RED's parent company, the development budget on the title was almost 20 million zloty.

 

2009

 

The Beatles: Rock Band - $20 million (marketing) - Advertising Age said the marketing spend on Harmonix's single-artist title was $20 million.

 

Brütal Legend - $24 million - In a Game Developer postmortem, Caroline Esmurdoc said Double Fine's heavy metal action game cost $24 million to develop.

 

Call of Duty: Modern Warfare 2 - $200 million - In 2009 article on the game's launch, Ben Fritz, then a reporter at the Los Angeles Times, reported that the game had a production budget between $40 million and $50 million, and a total launch cost — including global distribution and marketing — of $200 million.

 

Fortress - $16.5 million - A 2011 report in Swedish newspaper Aftonbladet claimed the contract for Grin's ill-fated Final Fantasy XII spinoff specified a $16.5 million development budget for the game.

 

Free Realms - $20-30 million - Development costs on Sony Online Entertainment's tween-friendly MMO were between $20 million and $30 million, according to an NBC News report on online games targeting younger audiences.

 

Ghostbusters - $15-20 million - A local newspaper report on the game from the Fort Worth Star Telegram pegged development costs for Terminal Reality's next-gen SKUs as being between $15 million and $20 million.

 

Read more

Left 4 Dead 2 - $25 million (marketing) - Valve's Doug Lombardi said the zombie sequel's advertising campaign cost $25 million.

 

 

Prepare For A Left 4 Dead 2 Advertising Onslaught

Valve is expecting Left 4 Dead 2 to be its fastest-selling in the company's history, launching …

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Star Wars: Clone Wars: Jedi Alliance - $15 million - This Star Wars cartoon tie-in cost $15 million to develop, according to a former Krome Studios project director.

 

2010

 

God of War III - $44 million - John Hight, then-director of product development at Sony Santa Monica, told Giant Bomb Kratos' first outing on HD consoles had a $44 million development budget.

 

 

So, How Much Did It Cost To Make God Of War III?

It's not often we're told how much a company spends making a video game. So when Sony…

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Gran Turismo 5 - $60 million - In an interview with Autoweek, Gran Turismo creator Kazunori Yamauchi said the fifth entry in the racing franchise cost $60 million to develop.

 

 

How Much Did Gran Turismo 5 Cost To Make?

Gran Turismo 5 has been years in the making. Last time we checked, years are not cheap. Years are…

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Heavy Rain - €40 million - At the Polish gaming industry conference, Quantic Dream CEO Guillaume de Fondaumiere said the company's first title for Sony cost 16.7 million euros to develop and total spend on the game amounted to somewhere around 40 million euros.

 

Stargate Worlds - $25 million - Development costs on this unreleased license-based online game were more than $25 million, according to a former Cheyenne Mountain Entertainment producer.

 

2011

 

Allods Online - $12 million - According to a press release, development costs on this Russian MMORPG were $12 million, allegedly making it the most expensive game development project in Russian history.

 

Battlefield 3 - $2.75 million (Facebook marketing) - In Facebook's first investor call, COO Sheryl Sandberg said publisher Electronic Arts spent $2.75 million on Facebook ads alone for the shooter sequel.

 

Call of Duty: Elite - $50 million - On their resume, a former Activision vice president of digital operations for Call of Duty said the franchise's service component cost $50 million to "develop and launch."

 

Dead Space 2 - $5-10 million (marketing) - According to a document from the advertising industry Effie Awards, EA's media expenditures on the sci-fi horror sequel's "Your Mom Hates Dead Space 2" marketing campaign were between $5 million and $10 million.

 

Dead Island - zł40 million - Techland marketing director Pawel Kopinski told Polish newspaper Gazeta Prawna the development cost on the open-world zombie game was around 40 million zloty.

 

Homefront - $50 million - THQ's attempt to take on Call of Duty had a $50 million development budget, according to former Kaos Studios producer Dex Smither (Update: Link to his CV removed at his request; he subsequently confirmed the $50 million budget figure to Kotaku directly).

 

Real Racing 2 - $2 million - In an interview with a mobile game site, Firemint said it spent $2 million developing this mobile racing sim sequel.

 

Even "Real" Mobile Games Costing Scant Millions to Develop

Read more

Rift - $60-70 million - In an interview with Develop, former Trion Worlds CEO Lars Buttler said the development budget on Trion's first game was more than $50 million. And an Effie Awards document pegged the cost of the game's marketing campaign as being between $10 million to $20 million.

 

Star Wars: The Old Republic - $200 million - A story on the Los Angeles Times' Hero Complex blog said the science-fiction MMO had a development budget of "nearly $200 million."

 

Warhammer 40k: Dark Millenium Online - $30 million - Former THQ executive Danny Bilson told Eurogamer last year the publisher spent around $30 million on this licensed MMO before the title was cancelled.

 

The Witcher II - zł25 million - Marcin Iwiński said the marketing budget for the initial PC release of CD Projekt RED's RPG sequel was $5 million. And a recent story from Polish newspaper Gazeta Prawna pegged the game's development costs at 25 million zloty.

 

2012

 

DC Universe Online - $50 million - According to the Los Angeles Times, Sony Online Entertainment's superhero MMO had "a [development] cost of more than $50 million."

 

Ghost Recon: Future Soldier - €50 million - Ubisoft CEO Yves Guillemot revealed to Eurogamer that the company's total investment in the tactical military game was 50 million euros.

 

Papo & Yo - $1.5 million - While talking to Kotaku last year, Vander Caballero, cofounder of developer Minority Media, said the favela-set indie title cost $1.5 million.

 

The Secret World - $50 million - Costs on this MMO were in excess of $50 million, according to a former Funcom executive product manager.

 

Borderlands 2 - $30-35 million - In a 2012 1UP piece asking developers about game budgets, Gearbox's Randy Pitchford estimated that the RPG shooter cost between $30 million and $35 million. [Note: This entry was originally associated with the first Borderlands. Apologies for the error.]

 

2013

 

1666 - $35 million - The contract between Patrice Désilets and THQ, released as part of Désilets' lawsuit against Ubisoft, estimated development costs of $35 million for his Assassin's Creed followup.

 

Beyond: Two Souls - $27 million - According to French general interest weekly publication Le Figaro Magazine, the Quantic Dream drama's development budget was 20 million euros ($27 million).

 

Defiance - $70 million - A Wall Street Journal report claimed the game component of the game/television hybrid cost $70 million, a cost split evenly between Syfy and Trion Worlds. In comparison, the paper said the budget of the first season of the television show was $40 million.

 

Disney Infinity - $100 million - Citing persons close to the game's production, both The Wall Street Journal's Ben Fritz and Variety's Marc Graser reported that game development and toy production costs amounted to more than $100 million.

 

2014

 

Destiny - $140 million - The leaked initial development contract for the game authorized payments totaling up to $140 million to cover Bungie's development and limited marketing efforts (ViDocs and other marketing assets) prior to the game's beta. As the contract also specifies, Bungie's marketing costs — limited to $1 million — are separate from Activision's own marketing expenses on Destiny.

 

Watch Dogs - $68 million - Stéphane Decroix, an executive producer on the project at Ubisoft Montreal, told French business publication Challenges Ubisoft's contemporary open-world title has a development budget in excess of 50 million euros ($68 million).

http://kotaku.com/how-much-does-it-cost-to-make-a-big-video-game-1501413649

Odnośnik do komentarza
Lord of the Rings: The Two Towers - $20 million - The first console game based on Peter Jackson's famed film adaptation had a $20 million budget, according to a former Stormfront Studios technical director.

 

super gierka

 

a nie, jednak pomyliło mi się z tym:

 

Edytowane przez tk___tk
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Gość mate5

Co wy na to, żeby ustalić jakiś pułap kosztów produkcji powyżej którego są warny o pisanie o tych grach w console wars? Mimo, że nie byłby to najlepszy wyznacznik to i tak poziom dyskusji w CW nieźle by się podniósł.

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  • 2 tygodnie później...
Gość ragus

 

Fascynujący speedrun Pokemonów Red. Grający tak ciekawie opowiada o strategii, która jest potrzebna do osiągnięcia takiego wyniku, że obejrzenie całego materiału nie jest męką. Polecam.

 

Aha, 1 godzina 50 minut.

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Gość mate5

"zwykle ewoluuje się nidorino w nidokinga 80 kroków później, bo 'krzyk' nidokinga jest około pół sekundy dłuższy". Rzeczywiście ciekawie opowiada, lubię oglądać speedruny, ale te z komentarzem więc zwykle oglądam te z agdq/sgdq mimo, że tam bardzo rzadko można zobaczyć WR biorąc pod uwagę jak działa agdq. Najbardziej podobał mi się chyba run half life'a 1 przez coolkida i run hotline miami posiadacza wr w tej grze, jego nick to duke <coś tam>.

 

Szkoda, że w tym roku zarówno agdq jak i sgdq było w czasie, w którym nie mogłem obejrzeć wszytkiego co chciałem.

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  • 2 tygodnie później...

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