ED units sold - FDEV trading update

They were on 400K sales with just the PC side a couple months ago..............what this tells me, is that they have made the bulk of their sales now..........where is the next major rush of development money going to come from?
 
10 million cash in bank, no debt (which is a bigger thing than it appears), 640K pre main XBOX sales. Looking pretty good I would say given that the report only deals with the one single game.
 
Does it bother anyone else that over the last 20 years, money has become increasingly central to game design? I find that more often than not this cripples the game.
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10-15 years ago, (generally) even big titles were made to be fun first, and profitable second.
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I find this humorous as that only recently games were allowed to be classified as a form of art. Thoughts?
 
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They were on 400K sales with just the PC side a couple months ago..............what this tells me, is that they have made the bulk of their sales now..........where is the next major rush of development money going to come from?
Several places:

  • Ongoing free updates generate publicity for the game. New features may entice new custom.
  • When sales start to bottom out, the game will be put on sale. This will bring in customers for who £40 (or even £30) feels excessive for the game.
  • The Xbox port has the potential for a good number of units. If we managed 600,000 units on PC we should expect something similar on console.
  • When Xbox exclusivity ends, Frontier will port to PS4.
  • All the while working on expansions to leverage new cash from existing customers.
  • Planet Coaster.
 
Does it bother anyone else that over the last 20 years, money has become increasingly central to game design? I find that more often than not this cripples the game.
.
10-15 years ago, (generally) even big titles were made to be fun first, and profitable second.
.
I find this humorous as that only recently games were allowed to be classified as a form of art. Thoughts?

It is much more expensive to create games now. If you don't make any money, you will lose your job...
 
It is much more expensive to create games now. If you don't make any money, you will lose your job...
Well the ceiling is certainly higher, but lots of money is by no means necessary. This is mostly for graphics, or tool licensing.
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Some examples, the earlier versions of minecraft. Roguelikes are also trending again, which is nice. And that's rendered in dos.
 
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Does it bother anyone else that over the last 20 years, money has become increasingly central to game design? I find that more often than not this cripples the game.
.
10-15 years ago, (generally) even big titles were made to be fun first, and profitable second.
.
I find this humorous as that only recently games were allowed to be classified as a form of art. Thoughts?

20 years ago "the big games" was made by maybe 1-2 people on many occasions, in other words, no real costs to talk about.

Now "the big games" are made by hundreds of people over the course of many years...they cost money.

Also, profitability have always been part of it...even the 1-2 man dev team back in the day needed money to buy food and pay rent...
 
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10-15 years ago, (generally) even big titles were made to be fun first, and profitable second.

No. Ever since the Wing Commander franchise big budget has taken hold in games development. Big Budget always demands big return on investment.

20 years ago "the big games" was made by maybe 1-2 people on many occasions, in other words, no real costs to talk about.

Thats more like 30 years ago ....
 
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20 years ago "the big games" was made by maybe 1-2 people on many occasions, in other words, no real costs to talk about.

Now "the big games" are made by hundreds of people over the course of many years...they cost money.

Also, profitability have always been part of it...even the 1-2 man dev team back in the day needed money to buy food and pay rent...
If we look at some of the bigger titles from one to two decades ago, we see a lot more free/subscription and a lot less 'lets find inventive ways to make people pay for stuff'. You bought expansions that basically doubled the in game content. Not DLC that re-flavored your iron sight to look like a bunny. I feel that the marketing aspect has only grown in size in relation to every other aspect of a development team.
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Of course I'm talking about exclusively computer gaming. Arcades are basically vending machines and frankly I don't care much for console history.
 
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Does it bother anyone else that over the last 20 years, money has become increasingly central to game design? I find that more often than not this cripples the game.
.
10-15 years ago, (generally) even big titles were made to be fun first, and profitable second.
.
I find this humorous as that only recently games were allowed to be classified as a form of art. Thoughts?

Well, it's not so much that money has become so central but that with better hardware comes better graphics, which means bigger teams and those cost more money. People need to understand that those textures don't texture themselves, those models don't model themselves, and the more detailed everything becomes, the more effort has to be put in to make it work. A modern AAA title has a team of more than 100 people, who need to be paid for three years.

Hence the return to low res 2D graphics for indy titles. FTL is just not possible to make for a team of two if it looks like Homeworld.

But yes, as games like Shovel Knight or FTL show, it's still possible for a game with simple graphics to be a lot of fun and very successful. But that doesn't mean I don't like my Witchers or GTAs.

The only sad thing is that games have essentially become movies and for every Mad Max: Fury Road there is three Transformers.
 
No Debt, some cash in the back pocket and a game that sold relatively well (keeing into account that this is not a full AAA game, but rather niche in its design and genre).
There are companies in much worse position.
 
No. Ever since the Wing Commander franchise big budget has taken hold in games development. Big Budget always demands big return on investment.



Thats more like 30 years ago ....

+1
Absolutely.
Just to add, Frontier arent several 100 people........

All the best,
Robin
 
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Thats more like 30 years ago ....

Yeah...maybe your right...this is one of those times when you realize how old you are! :eek:

Although, there is still one man teams today where the same thing applies. So it's not really a question about "the good old days". It's just a question of dev team size for different projects.
 
To give you guys an idea, It probably took someone in the vacinity of 45hrs to create the Anaconda, and that's probably not including the drafts. Imagine that sort of time investment spread over the entire game.
 
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