[quote name='PittsburghAfterDark']To be fair about the 16 bit cartridge costs a $69.99 SF II game may have cost Capcom $30-35 just to cover manufacturing, printing and license fees to Nintendo $10 for retail markup leaving Capcom $25-30 in gross profit to offset development costs and company expenses. You can apply a similar cost structure to other $70-80 games of the era and the N64 as well.
A game like SF II probably cost $200-300K to develop since a team of 8-12 was the norm for games of the era and took 6-10 months of development time.
Now we're looking at teams of 80-200 working on major titles, development times of 2-3 years, full scale video production, complete musical scoring, licensing fees for intellectual property/tie in licenses or game engines on top of the traditional licensing and manufacturing fees. I fully expect a game in the next 5 years to hit $50 million in development and associated costs.
Plus there's somethings you didn't have in the 16 bit era that you did now. You didn't have corporate game sellers plying the used game trade. You also didn't have as widespread game rentals.
I read an interview with a game developer in the past week or two that summed up the game industry like this. 1/3rd of the people that played his game bought it new. 1/3rd rented it or borrowed it. 1/3rd bought it used. Think about that. 2/3rds of the audience got to experience all his comapny's and team's efforts without him seeing any or little revenue.
Imagine what the music or movie industry would do if that same ratio held true in regards to their mediums. If you think the RIAA and MPAA are bastards about digital rights now? You have no idea how bad they'd be if they were faced with the same marketplace scenario as games makers.[/QUOTE]
About the only point I would have to disagree about is the "not very widespread rentals" during the 16-bit era. I've lived in Kansas my whole life and during my youngers years I bought very few games during a console cycle (about 15 to 20) and rented about a game a week during the 8-bit and 16-bit era from a grocery store's video department. If grocery stores had a healthy selection of games to rent in a mid-sized town in Kansas, it had to be somewhat widespread. Nowadays I hardly rent at all, I just wait for a fairly reasonable price and then buy it, that way I can finish it at my own pace.