I don't disagree with you though on communication, I would like the devs to have more show and tells which technically wouldn't cost anything aside from the paid man hours to post some screenshots and do a quick write-up. It seems you want a different game than Kerbal Space Program. KSP2 being an MMO, bridges of atmosphere between planets that you can fly a jet through, extreme sports like skiing, the devs maintaining a curated mod interface, a July 20 th release date. I've seen you pushing for a lot of unrealistic ideas or things that would be totally unsuited to a game like KSP. Why aren't they using the imaginary marketing budget that exists in your head? That's just it, the budget you dreamed up and have convinced yourself exists isn't real. I say this with all respect and am attacking you in no way, shape, or form you have a lot of pie in the sky ideas and unrealistic expectations of how game dev works. Where's the marketing team? They should have a 20 mil. And dev progress is about what I expect from this. So comparing to HL2 is entirely invalid and even Division is a stretch. Keep in mind that cost of making games has been climbing. The break-even is in 1.3M-1.5M sales, which seems low risk. And it will make a good profit if it can manage to match 2M sales of KSP. That is on the high end for mid size studio, but tiny by AAA standards. Marketing is probably not going to be outrageous, though. We are likely talking 30-35M production costs - though, part of it went into Star Theory. Though, team composition also changed over time, so taking low figure on this is probably reasonable for estate, giving us something like 20M in costs. Something in the ballpark of 120k-150k per year on average is more likely. The cost of hiring someone also averages about 60% over salary. Using an average of 5000$ per month per employee for a 4 years development period But honestly, given the nature of what's happened on the corporate end of development, I think they're doing a fine job of teasing just enough info to get us excited. I'll be the first criticize the CM's if they're doing something wrong, and I have in the past (which I won't go into details about, but it's a gripe the community as a whole has had for many years, and I think they got the message). I'm a forum member first, and my job as a moderator is to protect the community we have. I don't work for SQUAD/Intercept/PD etc, I'm just a moderator. It showed me they are aware of the community, what it does, where it's been, and where it's going. I though PD pulled off a good one this year, actually doing a fairly deep dive into the community lore. I know you're very new to the community here, so you can't be expected to remember all the old ones, but the forums and KSP have a long history of "sensible chuckle" jokes over the years, and to be honest, the list of new ideas is drawing quite thin. There was an official joke they released. That was a joke I executed on my own to actually poke fun at the devs a bit, with their permission of course. I mean, April's fools joke with a Dev Q&A and we got a drop of pitch. It's going to exceed our wildest expectations. I frankly think that we really have no idea how big KSP2 will actually be. Which means we have not even seen anything close to the scale of KSP2's improvements and extensions to KSP1. Also regarding development time: ~2018 - 2022.Īnd I'm sure there was reuse of some assets and gameplay solutions from the first game. Which motivates me to think the total KSP2 budget is at least 50 mil. I think KSP was a very profitable game and KSP2 will also be an extremely good investment. I think it's safe to assume KSP development and marketing costs did not reach that magnitude. $ total sales (if also counting DLC let's say). With price between 10$ and 40$, not counting DLC, that's in the ball park of 50 - 200 mil. What was the budget for the original KSP?īut consider that Kerbal Space Program has now sold more than 5 million copies.
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