1. This site uses cookies. By continuing to use this site, you are agreeing to our use of cookies. Learn More.
  2. Two Factor Authentication is now available on BeyondUnreal Forums. To configure it, visit your Profile and look for the "Two Step Verification" option on the left side. We can send codes via email (may be slower) or you can set up any TOTP Authenticator app on your phone (Authy, Google Authenticator, etc) to deliver codes. It is highly recommended that you configure this to keep your account safe.

Cost of going Inf. retail

Discussion in 'New Version Suggestions' started by that guy, Mar 27, 2005.

  1. that guy

    that guy New Member

    Joined:
    Mar 27, 2005
    Messages:
    2
    Likes Received:
    0
    Just to fullfill my curiousity, what would be the costs of going commercial with Inf and the Source engine?

    I tried to google up licencing costs but most sights said that they were under NDA but estimated around $350K-750K with most around the 500K mark (USD OC).

    Anyone have any Ideas about this? Not ultradetailed or anything just a rough estimate of dev over say 3.5yrs.
     
  2. geogob

    geogob Koohii o nomimasu ka?

    Joined:
    Mar 11, 2000
    Messages:
    4,148
    Likes Received:
    0
    The biggest cost could be content-wize.


    EDIT: In other words, I don't think it's possible to make a game as good as INF by going retail. This sort of game is more "underground". If you want to go retail with a 500k engine license + dev costs, you have to make sales... to make sales you must make a mainstream game (see BF1942, CS and cie). Hence my comment, the biggest cost of INF going retail would be in the content. Of course the modification could go retail... mm but that pretty close to what they did with 2.9, selling CDs. Only difference is that it would have to be distributed by someone (atari, or what ever) that distributes game to stores. That would be much less expensive than licensing the engine... but selling a modification like that...mmm. Then you could go retail over steam (I guess). But one way or the other, licensing an engine would affect the game content a lot. It has to (unless they want to do a 499k gift to this community.
     
    Last edited: Mar 28, 2005
  3. Vega-don

    Vega-don arreté pour detention de tomate prohibée

    Joined:
    Mar 17, 2003
    Messages:
    1,904
    Likes Received:
    0
    you can sale a realist game, im sure of it, but you need $$$ for promotion
     
  4. Jagdtiger

    Jagdtiger [UMC]Shadow

    Joined:
    Jan 13, 2003
    Messages:
    211
    Likes Received:
    0
    When I win the lottery I'll buy Cuba and sell it there.
     
  5. Nukeproof

    Nukeproof n1

    Joined:
    Apr 2, 2001
    Messages:
    1,219
    Likes Received:
    0
    Well, "The third Reich" Team just bought a commercial license (some sort of less wellknown engine... forgot the name).

    I don't think you need wagonloads of money but beeing forced to aim for commercial success might be the biggest sacrifice... like Geo pointed out.
     
  6. (SDS)benmcl

    (SDS)benmcl Why not visit us here in the real world.

    Joined:
    May 13, 2002
    Messages:
    1,897
    Likes Received:
    0
    The bigger the budget the more water down the product. Just take a look at the movie industry. The bigger the budgets the crappier the movie is. Yes there are exceptions but they just prove the rule.
     
  7. Psychomorph

    Psychomorph  

    Joined:
    Apr 21, 2003
    Messages:
    2,253
    Likes Received:
    0
    Right.

    As I know Tactical Ops for UT went retail. Don't know about it, never really played TO.
     
  8. that guy

    that guy New Member

    Joined:
    Mar 27, 2005
    Messages:
    2
    Likes Received:
    0
    Yeah I play TO 2.0 for quite a while, TO:AOT 3.X sucked big time and the cost for going retail was a crappy game.


    I think though Inf. would/could avoid this trap as the team is pretty certain on what they want.
     
  9. AlmostAlive

    AlmostAlive Active Member

    Joined:
    Jun 12, 2001
    Messages:
    1,113
    Likes Received:
    0
    Usually, or at least often, smaller compaines will have to do whatever they are told to do, wheter they like it or not. The gaming industry works much like other industries. The guy with the money calls the shots. If developers are told to "Make it more like Counterstrike" or "Why is this guy moving slower sideways than forward? Fix it.", then that is what developers do. Freedom within the preset frames, yes. But if the million dollar-man tells you to change something, you do.
     
  10. Psychomorph

    Psychomorph  

    Joined:
    Apr 21, 2003
    Messages:
    2,253
    Likes Received:
    0
    Yes, keep INF free, so SS can make what ever it want/can. Most of us are aware of that making a game in freetime costs time, but thats the prize for such a great project.

    I just hope SS can pack a huge ammount of personal (modelers, coders, skinner), that would increase the time. Hell I would applicate myself to SS, but my skills are low and I have nothing to present. I'm not a help :(.
    My only skill is to present insane ideas and useless suggestions, which I will release in a pdf soon :D, even if nobody, not SS cares about, lol.
     
  11. asmodeus

    asmodeus DB addict

    Joined:
    Mar 25, 2001
    Messages:
    1,609
    Likes Received:
    0
    Last edited: Apr 8, 2005
  12. geogob

    geogob Koohii o nomimasu ka?

    Joined:
    Mar 11, 2000
    Messages:
    4,148
    Likes Received:
    0
    torque! :eek:
     
  13. asmodeus

    asmodeus DB addict

    Joined:
    Mar 25, 2001
    Messages:
    1,609
    Likes Received:
    0
  14. mbs357

    mbs357 olol

    Joined:
    Jan 5, 2002
    Messages:
    216
    Likes Received:
    0
    Agreed. To go retail means you need to make a profit. You're not going to make a profit off the entire Inf community as it is (35 people?), so they'd have make the game more 'conventional'...then we'd hate it.
     
  15. Burger

    Burger Lookin' down the iron-sights...

    Joined:
    Aug 9, 2004
    Messages:
    319
    Likes Received:
    0
    Does anybody have a link to the highest downloadable version of Tac Ops?
     
  16. Crowze

    Crowze Bird Brain

    Joined:
    Feb 6, 2002
    Messages:
    3,554
    Likes Received:
    0

Share This Page