artisanal film reviews | by maryann johanson
Fri Sep 11 2015, 09:49pm | 9 comments
For the same reason as films: AAA games need big money but can’t be sold for vastly more than little games, and therefore they have to appeal to as many people as possible to try to make that money back.
The average AAA game costs around $60 on release date; the average indie game is closer to $15. I’d say a four-fold difference is “vastly more.”
Compared with the ratio of production cost? Including marketing?
Yeah, I guess that’s true. The production ratio would be more like a thousand to one.
Except we’re seeing that small movies *can* make big bucks. As with the top four movies in the US this past weekend: all had really small budgets.
Yup, and (some) non-AAA computer games are also doing very well.
But if you are putting the big money behind a film or game, you must avoid anything which will significantly reduce the size of your audience from “all people who might go to a film/buy a game”, and “too thinky” is a big red flag in both cases.
So, do big games never flop, like big movies often flop?
As far as I can see it’s exactly the same, which I thought was the point I was trying to make.
Ah, okay, so you’re saying it’s the same blindness and wrongheaded belief driving both industries. Got it.
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