PS4 vs. Wii U vs. Xbox One: Der große Current-Gen-War

  • Thread-Ersteller Thread-Ersteller Calvin
  • Erstellungsdatum Erstellungsdatum
Status
Nicht offen für weitere Antworten.
Die Wii hat Games von den meisten Publishern bekommen, auch von Take 2 und EA.

Oh ja. Und was für Games :rofl3:

Die WiiU ist, was Thirds angeht, unendlich mal besser aufgestellt als die Wii. Kannst mir mal zeigen, wo Assassins Creed, Batman, Darksiders oder whatever auf der Wii erschienen sind :ugly:

Call of Duty war eines der wenigen Beispiele, die positiv hervorzuheben sind. Die restlichen Multis beschränkten sich entweder auf totkastrierte oder nicht vorhandene Fassungen der "großen Titel", produziert von einem C-Team mit einem nicht nennenswerten Budget :)

Dass EA die Runde aussetzt ist zwar schade, aber gut, das lässt sich nicht ändern. Die kommen wieder, aber natürlich nicht zeitgleich mit den normalen Fassungen und auch nicht im selben Umfang und bla. Nachdem, was EA zum Launch abgezogen hat, können die gerne auch länger fernbleiben.

Obwohl ihr FIFA 13 für Fans von FIFA 12 wohl besser ist :wink2:
 
als ninler mit gameplay anspruch werdet ihr mit AC und wohl auch watchdogs nicht so glücklich werden :hmm: aber immerhin cod mit dog
 
Die WiiU ist, was Thirds angeht, unendlich mal besser aufgestellt als die Wii.


kannst du solche sätze wirklich schreiben ohne selber in Gelächter ausbrechen zu müssen?

Bisher gabs ein paar veraltete PS360 Ports und mittlerweile gibts oft genug nichtmal mehr das

Wenn die richtige Next Gen erstmal da ist, wirds genauso wie auf Wii aussehen, denn gibt ja schon einiges, was zwar für PS4 angekündigt ist, aber nicht für WiiU

Dich als Japan Fan dürfte Final Fantasy oder Kingdom Hearts davon am meisten interessieren
 
indies sind nins kleinstes prob....die schwärmen auch ziemlich gut von nin, auch wenn das im sony-taumel etwas untergeht. ^^
 
MGS hast du vergessen :kruemel:

Und japan indies gibt auch nicht weil Nintendo net mag

Edit: Dark Souls 2 gibts ja auch net

japan indies gibts nicht, weil es keine japan indies auf konsolen gibt. nintendo hat zumindest cave story auf dem 3ds(und das ist kein konsolengame). gibt es sonst noch irgendein japan indie game?
 
japan indies gibts nicht, weil es keine japan indies auf konsolen gibt. nintendo hat zumindest cave story auf dem 3ds(und das ist kein konsolengame). gibt es sonst noch irgendein japan indie game?

Deshalb wird gerade bei Sony auch net nur Japan Indie publishing zugelassen sondern gefördert ~
 
Da hier wiederholt Unfug verzapft wurde bezüglich der (steigenden) Entwicklungskosten von AAA Games, werde ich gerne für Aufklärung sorgen (tldr: natürlich steigen die Kosten weiterhin, und es werden immer weniger AAA Titel erscheinen & mehr Buden pleiten gehen, auch wenn einige Leute hier das offensichtlich nicht wahrhaben wollen).

Ubisoft CEO Yves Guillemot in an interview at E3.
"In the first two years, I expect [next-generation dev] costs to remain the same," Guillemot explained, "because we will have the advantage of having better machines, so won't have to compress as much data.

"But, quickly, in two years, we'll have to spend more money to take advantage of all the possibilities these machines are bringing, and it can grow quite fast. But I think what's interesting is that we'll be able to create data that we will be able to reuse in other places, because we're getting closer and closer to what you can see in movies and TV series now."
quelle

In-depth look at high-profile game development costs and sales
What Analysts Say:

Financial analysts like Billy Pidgeon (reported in this article) have actively stressed the fact that AAA titles are now becoming massively expensive to develop, barely recouping its costs if these are sold at less than the current $60 pricetag, and without at least a few million units sold at retail.

We've seen this with some high-profile AAA games like Grand Theft Auto IV & Bioshock Infinite either revealed or rumoured to carry development costs upwards of $100m, combined with extensively long development cycles (3-6 years).

Jade Raymond from Ubisoft Toronto indicates that the game industry can no longer sustain more than 10 AAA titles per year, due to consumers' divided attention, competition from developers to buy a gamer' time, and limited consumer budget allowances.
Quelle

How Video Game Costs Could Crash the Industry
Consoles today are more powerful than ever, and "AAA" video games (popular, mass-market titles, like "Halo" or "Mass Effect") are triumphs of visual, aural and narrative ingenuity. Publishers command massive amounts of capital, and let developers play with tens of millions of dollars to create the best player experience possible.

Paradoxically, gaming's titanic presence in the cultural and business spheres may prove to be its undoing.

Today (March 26), Yoichi Wada, CEO of Japanese publisher Square Enix, stepped down. The "Final Fantasy" publisher was poised to earn about $37 million for its 2012 releases. But now, it's likely to lose $138 million instead.

Such a cataclysmic loss might be understandable if Square Enix's games were critically panned or sold poorly. Neither supposition is true. Open-world crime game "Sleeping Dogs," stealth assassination game "Hitman: Absolution," and the highly anticipated "Tomb Raider" reboot all sold spectacularly well, and received either warm or glowing praise from critics. "Sleeping Dogs" moved 1.75 million copies (almost unheard of for a new franchise), while "Hitman" and "Tomb Raider" moved about 3.5 million apiece.

Even so, a corporate presentation from Square Enix asserts that none of these major releases met sales expectations, and now both their finances and their CEO are going down. It doesn't take a game designer to know that when a critical darling sells 3.5 million copies at $60 a pop and becomes a "failure," there is something seriously wrong with the way the industry is making and marketing games.

"Dear game publishers: adjust your budgets and STOP chasing ["Call of Duty"] numbers," warns "God of War" designer David Jaffe on Twitter. "Not every album is 'Thriller,' not every movie is 'Titanic.' It's OK." For the record, the "Call of Duty" numbers he cites amount to more than $1 billion earned in 16 days.

The cost to develop a game can be enormous. Analyst group M2 research estimated that the average AAA game in 2010 cost $28 million to make, with flagship series like "Call of Duty" venturing into $50 million territory. Just 10 years ago, budgets hovered closer to the $5 million to $10 million range.

This money, for the most part, is funneled into enormous development teams. Graphics account for a large part of this cost: modern, nearly photorealistic visuals and silky animation require a small army of artists. Programmers, level designers and producers have to make sure the game runs properly, while writers and musicians need to work in teams in order to make enough content to populate a believable, coherent game world.

If you play through any "Assassin's Creed" title, be sure to have an episode of "The Simpsons" handy during the ending credits. They take roughly the same amount of time to watch.


Another culprit behind high development costs is the growing global market for games. Simply translating a game's text is no longer good enough: Gamers now expect full localization, which often includes costly menu redesigns and expensive all-star voice casts. While North America, Western Europe and Japan used to be the only sizable game markets, now Latin America, Eastern Europe and the rest of Southeast Asia require equal attention.

The situation becomes even worse when publishers spend AAA budgets on commercial and critical flops. Electronic Arts (whose CEO also left amid recent financial pressures) spent massive amounts of money developing the preposterously named "Medal of Honor: Warfighter." Lack of interest in the title from fans and the press left EA with a $45 million loss to account for in its last fiscal year.

Ironically, the enormous costs and high risks associated with big publishers may leave independent and mid-size publishers in a much more stable position as the next console generation dawns. The industry may be headed for a crash, just like in 1983. However, gamers should also remember that 1983 paved the way for 1985, when the Nintendo Entertainment System released and changed everything for the better. A similar watershed moment in gaming could be on the way.
Quelle

Video game costs and budgets
The cost of developing xbox is goodvelopers become more familiar with the platform. Companies may invest heavily on a new IP upon which they can create sequels and/or spin-offs in the future.

IGN: The Economics of Game Publishing

the costs of developing games for the next-generation of consoles such as Microsoft's Xbox 360 and Sony's PlayStation 3 is estimated to be roughly $10 million as compared to $3-$5 million for the Xbox, PlayStation 2 and GameCube.'The exact licensing fee varies based on the manufacturer (Nintendo, Sony, Microsoft), as well as any deals they may give a publisher, but it can generally be anywhere from $3 to $10 per unit.'Wholesalers typically pay around $30 per game and with the costs of getting the goods to the wholesalers, any co-op advertising or marketing, and return of good contingencies being roughly $14 per game, the publisher is going to typically get $16 for every unit sold.

A 2008 system comparison analysis by Ubisoft

Leading on from this, an Ubisoft executive gave a breakdown of the company's average development costs per game - with a DS title costing between 500,000 to 1,000,000 euros ($785,000-$1.57m), PS3/Xbox 360/PC titles averaging 12 million to 18 million euros ($18.8m-$28.2m) to create for all 3 SKUs, and a Wii game expected to cost 5 million to 6 million euros ($7.8-$9m) to develop.

In June 2009 Ubisoft reiterated that major titles for PS3/X360 cost $20-$30 million to make and that games for the next-generation may exceed $60 million.

EA CEO John Ricitiello said in January 2009: "Development is typically a third to a fourth as much for a Wii game then it is for a PS3 or an Xbox 360 game. That is really a function of the capacity of the hardware, and the fact that it is not a high-definition gaming box, so we're producing less art than for high-definition games."

Sierra founder Ken Williams argues that high production costs hinder risk taking and video game innovation.

Here’s the problem as I see it: Production values have risen to a level that games are starting to cost $3 million to $10 million to produce. Double this amount to get the true cost to a company, by the time they promote and manufacture the product. At this level, companies can’t afford to take chances on defining new categories.

Nintendo's own Reggie Fils-Aime states developing games for the Nintendo DS is cheap, costing only a few hundreds of thousands of dollars to develop and only needing to sell 100k units to make a profit. Wii games require about $5-10 million in the average case, including marketing costs. He asserts PS3 and X360 games need much more resources, from $20 million up to a staggering $50 million with sales of 1.3 to 1.5 million units to make money on them.

Ubisoft boss Yves Guillemot has predicted game budgets will rise to an average of USD 60 million in the future. Games for Xbox 360 and PS3 cost between USD 20 million and USD 30 million to make.

In 2002, as game software and hardware become more elaborate and the profit potential grows, the development budgets of hit software titles are swelling as well. Costs now routinely fall between $3 million to $6 million, and $10 million is no longer unusual. The development team for the latest Lara Croft game, which is being produced in England, has jumped to 50 from 15.

And when the costs of translating games to multiple formats and marketing them are included, expenses may reach as high as $50 million to $60 million, software executives said. Valve's spent $10 million marketing Left 4 Dead.

It took between $5 to $10 million to develop a PS2 game versus $800,000 to $1.7 million for the original PlayStation.

Namco Bandai Holdings President Takeo Takasu said rising development costs for next-generation games mean companies need to sell at least 500,000 copies in order to make a profit. Mr. Takasu said graphics for PS3 games can cost nearly $9 million to create — more than double the price tag for Wii titles.

It was estimated in 2005 that only 80 games a year make a profit. Development costs in the next generation are set to rise from $3 -$6 million per title to $6-$10 million, with some cases surpassing $20 million. Licensed games, such as Madden NFL or James Bond titles, generate about 23% more revenue than original content.

Game development on the seventh generation consoles typically requires a budget of around $10 million or more and according to IDC analyst Billy Pidgeon. [/b]"You might be able to weather one title coming in at 500,000 in sales," he said. "But two or three failures like that and even big publishers are going to be hurting." David Jones, who's worked on some of the industry's iconic titles such as Grand Theft Auto and Crackdown said he'd struggle to make an online game with a budget less than $20 million.[/b]
Quelle

Video game development
The first video games were developed in the 1960s, but required mainframe computers and were not available to general public. Commercial game development began in 1970s with the advent of first generation video game consoles and home computers. Due to low costs and low capabilities of computers, a lone programmer could develop a full game. However, approaching the 21st century, ever-increasing computer processing power and heightened consumer expectations made it difficult for a single developer to produce a mainstream game. The average price of producing a video game slowly rose from US$1–4 million in 2000 to over $5 million in 2006, then to over $20 million by 2010.
Quelle

Fragen?
 
Zuletzt bearbeitet:
Quotes von 2009 interessieren heute weniger.

Das meiste davon bezieht sich auf die Current gen. jeder weiß dass die Kosten während der HD Einführung deutlich gestiegen sind.
 
Quotes von 2009 interessieren heute weniger.

Das meiste davon bezieht sich auf die Current gen. jeder weiß dass die Kosten während der HD Einführung deutlich gestiegen sind.

Du hast also gar nix gelesen? Die Quellen sind praktisch ausschliesslich von 2013, und mehere der markierten Aussagen beziehen sich auf die Nextgen :facepalm:
 
Da hier wiederholt Unfug verzapft wurde bezüglich der (steigenden) Entwicklungskosten von AAA Games, werde ich gerne für Aufklärung sorgen (tldr: natürlich steigen die Kosten weiterhin, und es werden immer weniger AAA Titel erscheinen & mehr Buden pleiten gehen, auch wenn einige Leute hier das offensichtlich nicht wahrhaben wollen).

Ubisoft CEO Yves Guillemot in an interview at E3.
quelle

In-depth look at high-profile game development costs and sales
Quelle

How Video Game Costs Could Crash the Industry
Quelle

Video game costs and budgets
Quelle

Video game development
Quelle

Fragen?

Ja hab eine Frage. Was passiert in 2 Jahren mit Hollywood? Ist gleichzeitig das Gegenargument.
 
Sehr wenige davon beziehen sich auf next gen und die jenigen die sich auf diese beziehen sind voller blubb.

In June 2009 Ubisoft reiterated that major titles for PS3/X360 cost $20-$30 million to make and that games for the next-generation may exceed $60 million.

http://www.neogaf.com/forum/showthread.php?t=586441

Best aussehender Game der E3

Ist Ubisofts und war THQ Problem wenn sie 50 Millionen Werbebudget verheizen und der Meinung sind sie holen das nicht ein.
 
Du hast also gar nix gelesen? Die Quellen sind praktisch ausschliesslich von 2013, und mehere der markierten Aussagen beziehen sich auf die Nextgen :facepalm:

Achso, weil jemand heute Quotes und Analysen von 2009 zitiert sind sie wieder aktuell und automatisch auf die nextgen übertragbar :ugly:

Facepalm indeed

filter das raus was sich tatsächlich auf nextgen bezieht und aktuell ist, dann reden wir weiter.
 
Achso, weil jemand heute Quotes und Analysen von 2009 zitiert sind sie wieder aktuell und automatisch auf die nextgen übertragbar :ugly:

Facepalm indeed


pwned


Hier mal wirklich aktuelle Sachen:


EA predicts 10% rise in next-gen dev costs


PS4 dev cost isn’t as ‘scary’ as people think – Guerrilla Games

GI.biz reports that Hulst played down rumours of spiralling dev costs going in to next-gen platforms. He admitted that PS4 costs are higher, naturally, but that the increase is not as dramatic as people think. To give an example he revealed that team size on the original Killzone and Killzone 2, Guerrilla’s team size maxed out at 125.

By comparison, the Killzone: Shadow Fall team on PS4 now sits at 150 people. Hulst cited more efficient dev tools as key to keeping costs reasonable, and that next-gen is all about making development ‘smarter’.

Damn von 125 zur 150, that explodierende Dev Kosten.
 
Status
Nicht offen für weitere Antworten.
Zurück
Top Bottom