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Threw in my 15 bucks. Might throw in some more after taxes. Can you name one cause more important than a new Tim Schafer adventure? I thought not!
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# ¿ Feb 9, 2012 07:41 |
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# ¿ Apr 26, 2024 07:09 |
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YOURFRIEND posted:Why does he need money to make a game to sell for money? Because you need the money to make the game in the first place in order to get the money
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# ¿ Feb 9, 2012 07:46 |
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al-azad posted:Brutal Legend started as a multiplayer game, was forced into a single-player Guitar Hero tie-in by Activision, shelved for a year, then picked up by EA later. Trenched and the later titles probably cost considerably less without all the publisher fuckings that went on with those two games. Id imagine all that licensed music is a big part of what drove up the budget, too.
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# ¿ Feb 10, 2012 03:07 |
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hellocruelworld posted:God, this thing is at over $1,134,000 and still going? What do you all think this thing will top out at? In the pitch video Tim said he needed 30k for the game, and 10k for the documentors. Not only was the game the main focus of the money to begin with, but I doubt that more money to work on the game equals more work for the documentary guys, so chances are theyll still be getting 10k no matter what.
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# ¿ Feb 10, 2012 05:08 |
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bango skank posted:Correct me if I'm wrong, but wasn't it 300k and 100k, respectively? Ha oops! No idea how I did that.
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# ¿ Feb 10, 2012 07:28 |
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Farbtoner posted:Ironic when you consider that EA handled the console release of The Orange Box. To be more specific, they ported the PS3 version. Ya know, the worst version.
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# ¿ Feb 12, 2012 02:25 |
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adamarama posted:But I don't think he really understands what's involved in developing a $20 million AAA next gen title; which is what Psychonauts 2 has to be. Why does it have to be?
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# ¿ Feb 16, 2012 01:37 |
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# ¿ Apr 26, 2024 07:09 |
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Sigma-X posted:What are you suggesting it would be? Youre right, which is why making a niche game for 20 million dollars is a bad idea?
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# ¿ Feb 16, 2012 05:13 |