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82. What Makes Games So Expensive?

Play, Watch, Listen

Alanah Pearce

Troybaker, Videogames, Video Games, Leisure, Mikebithell, Games, Austinwintory, Alanahpearce

4.8697 Ratings

🗓️ 20 November 2021

⏱️ 59 minutes

🧾️ Download transcript

Summary

This week, Alanah, Austin, Troy, and Mike attempt to dissect what makes games so expensive, versus the obvious costs that contribute to the expenses of filmmaking. It's a lot of Nespresso machines, turns out.

Transcript

Click on a timestamp to play from that location

0:00.0

There's a game that I've been privy to some of their conversations where they were able to essentially get funding for the majority of the title before talking to publisher.

0:15.0

So they're basically, you know, the conversation would be more like finishing funds or marketing support more than just financing,

0:22.5

which it's amazing how much that changes the dynamic versus like our game is dead in the

0:28.5

water from day one without a publisher's back.

0:32.3

Wait, are you saying there's a lot of different shapes for sure.

0:34.6

Which is more standard.

0:35.5

I would have thought that dead in the water without a publisher would be more normal.

0:39.3

I think so.

0:40.0

It's also, especially if it's remotely, you know, decent team size and has like heavy costs associated.

0:48.2

It can be weird in indie, A, because games can be very cheap to make.

0:52.1

Like, so a lot of indie games obviously don't cost much money to actually do the development.

0:56.2

And a team can either self-fund itself or just kind of they have day jobs or whatever, right?

1:00.9

Like a lot of the smaller stuff just dying out.

1:03.3

But then the flip side of that as well is if your games are hit,

1:07.4

then you have a lot of money flow into your company accounts.

1:10.1

And maybe you don't need money for the next game, but you do a lot of money flow into your company accounts, and maybe you don't need

1:11.1

money for the next game, but you do want the marketing support, or a platform holder would

1:16.0

prefer it if you had a publisher, or you know, you want to do XYZ. There's lots of other reasons

1:22.2

for a more established indie to work with the publisher than just the money. Money's boring. Like money is money, money,

1:28.9

money is something you need, but in a lot of situations, you don't need it either because you're

1:32.4

making something small enough that you don't need it, or you know, you've done well enough

1:35.8

with previous games that you've got a little bit of budget. What would you consider to be a cheap

...

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