List of most expensive video games to develop
en.wikipedia.org
en.wikipedia.org
Background for younger readers whose gaming years didn't include the mid-1990's: The first two Duke Nukem games were fairly nondescript 2D platformers, but the third entry in the series, Duke Nukem 3D, was a first-person shooter, quite technically impressive and enormously popular. Duke Nukem 3D was one of the three most influential early first-person shooters that defined a genre that's still quite popular today. (The other two major pioneering games, of course, were Wolfenstein 3D and the original Doom.)
Duke Nukem Forever, the fourth entry in the series, is a legendary tale of development hell. Development started in 1996, the same year as Duke Nukem 3D was released, and the game was announced in 1997. The game was finally released in 2011, after numerous staffing changes, reboots, and engine changes (3D graphics technology changed enormously in that time frame; Duke Nukem 3D ran with software renderering in MS-DOS on 486's and Pentiums in the tens to low hundreds of megahertz, while the PC's of 2011 were basically quite similar to modern machines with multicore, multi-GHz CPU's, gigabytes of memory, and GPU's with programmable shaders).
Duke Nukem Forever can't have been cheap to develop, just due to the sheer length of time involved.
See https://www.pcgamesn.com/genshin-impact/cost-most-expensive and https://www.thegamer.com/genshin-impact-most-expensive-game-... which puts the current number at $500 million.
Given that game development costs are largely unknown to the general public, I seriously doubt that it would have sustained the "3rd place" ranking: I can't help but feel this document isn't really worth very much with that in mind.
Star Citizen has passed half a billion in funding - https://news.ycombinator.com/item?id=32916496 - Sept 2022 (17 comments)
They are not the same and Star Citizen's cost, I think, is mostly unknown.
Saying that they've raised 500 million (funding) isn't the same as saying 500 million has been spent on development (cost).
Does CoD:MW2 (2009) make more money by spending half as much on marketing?
This is the most lopsided example near the top of the list by far. Is it accurate? 80% of budget to marketing? This is one of the biggest problems with the global economy today as I perceive it (I don't claim any expertise). Companies spending more money telling me how good their product is, instead of spending it on making a good product.
I understand why, to some extent, but 80% is a whole lotta nothing!
Or would I spend more money so more people hear about it and buy it?
Once a product I have works to some reasonable standard, I would love to have a bigger audience that knows about it.
I think they knew they had a hit on their hands and spent the money to make it a phenomenon. It paid off.
All the future games were just derivatives of what was a fairly genre-defining game.
The game’s campaign is generally regarded as the best the series ever had. It moved away from the very popular world war or sci-fi games that dominated while striking close to home for the post-9/11 generations of gamers who were impacted by the ramped-up wars going on in the Middle East.
The multiplayer for the rest of the series was especially derivative of cod4 as it has basically been a few extra weapons and exorbitant “win more” kill streaks.
And while MW was a revelation the multiplayer was perfected in MW2(MW1 had map balance issues). MW2 also introduced the underrated Spec Ops co-op mode.
You must also consider the environment. 2009 was a FPS deadzone. There was MW2, World at War, Resident Evil 5, Left 4 Dead 2, and Borderlands.
2007 had a TON of superb titles including CoD 4, Halo 3, Crysis, Bioshock, Half Life 2/TF2/Portal (Orange Box), S.T.A.L.K.E.R, Quake Wars, and probably a couple I'm forgetting.
Given that difference, MW2 sales being just 20% higher is not that great.
The worst aspect of console CoD 4 and MW2 was grenade spam and the second worst issue was win more killstreaks. Both of these vastly outran any map issues. The only bad map I can recall was the one with all the shipping containers, but that was because it was miniscule.
I used to play a LOT of hardcore search and destroy (with perk, grenade launcher, and killstreak limits -- yay custom PC servers). I don't remember any situation where having fast reflexes wasn't by far the most important thing along with hitting the max FPS (140 FPS?) so you could jump farther (I can't remember if this was fixed in MW2). Maybe it was different for other people though.
[0] https://www.statista.com/statistics/321374/global-all-time-u...
- Star Citizen = 419M
- Cyberpunk 2077 = 331M
- Call of Duty: Modern Warfare 2 = 316M
- Final Fantasy VII = 135-245M
- Halo 2 = 230M
Why not something like because the funding dries off, they will put together the parts that are somewhat complete into a game that will turn out to be a quite average game with great graphics.
Fans will at the end still stand by their position that Star Citizen could have been so much more. Non-fans will say point out the averageness (beside the graphics) that was not the slightest worth the absurd amount of money.
If you're looking for cool looking videos, beautiful screenshots and lots of bold promises that to date have always been broken, Star Citizen is a fantastic thing.
Continuing to accept payment for something they are incapable of delivering (and they are either deliberately misleading customers or so grotesquely incompetent at project/business management that they should not be in charge of a child's lemonade stand let alone more than half a billion USD in funds) is what makes it a scam.
I think they were originally meaning you could grind for any content in the game and still be competitive... I haven't seriously followed the development for many years (just checking in every now and then out of morbid curiosity) so I'm not sure how true that remains.
https://mmos.com/editorials/most-expensive-mmorpgs-ever-deve...
Total costs of $200M as of 2008:
The amount they've poured into it since then, of course, is astronomical.
Not hard to do when you lie to people. They simply lied in their marketing about the game in so many aspects. Many features missing that were "promised". A lot of people pre-ordered the game (including me) because we believed their marketing. Then we got a buggy, unplayable game at launch which was missing half the things they lied about. Thank god I was able to get a refund from Sony.
I say all this as someone who has enjoyed the game immensely on PC - it's one of my favorite single player games of all time. It's just a shame that CDPR got greedy and tried to sell it on platforms that couldn't handle it.
It does have more than the usual amount of bugs, but they have patched it up so that you can play and enjoy without too much frustration.
Almost everything that's important in a game is well done. The combat, gameplay, story, characters, progression, music, everything is enjoyable.
I think the huge backslash had a lot to do with them lying about it running great on PS4, when it clearly didn't. It barely ran, and often bugged out.
"Analyst estimations place the game's combined development and marketing budget between US$370 million and US$540 million, which would make it one of the most expensive video games to develop."
EDIT: Noticed the unofficial figures list now, and RDR2 is there. Nevermind!
A list of companies that managed to waste obscene amounts of money with or without ever producing a finished game is nice, but I was hoping for list that showcased the games which incorporated the most expensive technologies, talent, and resources to achieve something impressive that couldn't have been done for any less at the time.
Such a list probably isn't possible without a lot more honesty in accounting than most game publishers would allow for, but it'd be nice to see the games which really leveraged everything they had to create something amazing for its time by overcoming the massive costs it required.
Game developers with "overinflated salaries" probably won't be too hard to find when you're talking about the games with the highest development costs.
[1] https://en.wikipedia.org/wiki/E.T._the_Extra-Terrestrial_(vi...
Like, I knew this day was coming, when events stop being common culture and start becoming history, but it's still wild to see.
I'm 40, so I was ~1 when it happened. If it had happened when I was 15 I likely would've been paying attention, but by 1997 it was ancient history.
[1]: https://www.avclub.com/howard-scott-warshaw-1798208406 [2]: https://en.wikipedia.org/wiki/E.T._the_Extra-Terrestrial_(vi...
If true, that couldn't have helped. $200,000 for a little over one month's work in the early 80s is crazy enough, but a man can rack up a whole lot of expenses while on vacation in Hawaii.
I really think there's huge opportunities for server-centric gaming, where things like lighting don't need to be run per client. I'm far from scoffing, I think there's huge potential. But it also hasn't really materialized, yet, under these banners.
Also, most of the gaming industry caters to mobiles and smaller screens given their sheer number. With the ever increasing computing capabilities of mobiles, I wonder how much more monetisation does it lead to in the medium-to-long term future?