[quote name='Walt Jay']How about one my favorite 360 launch titles, Condemned? I'm guessing it sold around 200k to 250k between 360 and the PC for it to get a sequel.
Also, here's a question I've been trying to figure out. How can a developer still stay in business without releasing any titles? The example I'll use is Silicon Knights. What was the last title that actually shipped? Eternal Darkness? It was a great game, but I don't think it sold millions of copies.
We all know Too Human has been delayed for quite awhile. I'm curious on how they keep the company afloat without releasing any titles to bring in some revenue.
Thanks!
Edit: I forgot they also put out Twin Snakes in '04. Still, it's been awhile!
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I loved Condemned as well, really happy Monolith is getting a good amount of time to make the sequel as good as it can be.
There are two ways for a developer to afford to make a game. The first is the (now unfortunately) traditional way, where they sign with a publisher and get paid in milestones. For example, when the game design document is delivered, that milestone is paid. Depending on the project, developer and publisher, there could be as few as 8 milestones to dozens and dozens of them. As far as I know, this is how Silicon Knights' income is coming in, through their publishing deal with Microsoft. If the developer and publisher realize that the project isn't going to be finished in time, they can work out some sort of deal to get an extension. This can get real ugly though if the developer is considered at fault. Delays really suck on both ends of that spectrum though.
The second way, which is a lot less common but gaining a bit of momentum, is to self finance your own project. You can either have personal/private money, or go through some sort of venture capitalist. This is what Bioware/Pandemic had prior to EA purchasing them. The great thing about this method is that you're generally not going to answer to a publisher. The game is essentially yours, for better or worse. The downside to this is that you most likely have to give up a significant piece of your company to secure these funds.
My biggest complaint with the system as it is now is that there is no middle-man. Look at the movie industry. Sure, the movie studios sometimes fund their own projects, but more often than not there is the middle-man production company that foots the bill. This allows the filmmakers to actually make things outside of studio influence but still getting the financing they need. Right now, chances are you need publisher money to get a game made. Though it is changing a bit with private money coming into the system, the majority of developers are still in a 'work for hire' phase. It's tough, and I do think it'll change. It'll have to.
Again, rant over....let's get to the numbers.
Comdemned - 328k (360)