Not enough awesome? Crackdown only broke even

Posted Jul 15, 2009 at 11:44PM by Mabie A. Listed in: Xbox 360 Tags: GameStop, RealTime Worlds
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Crackdown wasn't such a success after all. This was the revelation given out by Realtime Worlds boss, Dave Jones. Despite all the grand  posturing about how awesome the game was, in actuality, they only sold enough to break even.

Crackdown - Image 1
Down.


"With Crackdown we sold about 1.5 million copies, but even at that we pretty much only managed to break even," said Jones. "It was due to the amount of factors that were out of our control as the developer, influences such as GameStop's amazing used-game sales; we know 1.5 million new copies were sold, but it's likely there were 2.5, three million sold when you include used."

Yeowch. GameStop hurting game devs. Now who would've thought.



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Via Gamasutra

 
 
 

Comments [refresh]

by Solid Snicker - 2009-07-15 22:29
» .

it's a really fun game, maybe they just need to spread the word more before they release the second one?

by TheRockness - 2009-07-16 01:37
» And Piracy had nothing to do with it....

Its hard to believe that even with the Halo 3 Beta key, it only sold 1.5 million. 1.5 million is good but at $60 is $90,000,000... How much money did they spend making this game? I know there are expenses and they didn't keep all 90 mil, but **** guys wtf.



I would not be surprised if this guy thinks along the lines of Dave Perry and wants to control our media.



http://www.qj.net/David-Perry-physical-games-media-is-on-its-last-breath/pg/49/aid/133067

by hush404 - 2009-07-16 09:25
» The devs dont get all that money

When you buy a game at $60, a huge chunk of that doesn't go to the developer.



To start off, there are the simple costs of pressing the data to a disc, packing it in a box and sending it to the sellers.



Then there's the publishers, in this case I believe it's Microsoft, who take their cut for promoting the game and so on and so forth.



The the game is bought in mass quantities by stores like gamestop for cheaper than the $60 price tag so they too can make their cut from the sale.



SO... in the end, the developer behind the game might see around $20 if they're lucky, per game.



You throw in a number of years of development, which includes paying all of your employees, upkeep on your hardware, paying for licences, any music used, middle ware tools and not to mention actual rent and power bills, hell everything adds for for say a 3 year dev time.



SO yeah... it's not hard to A) Spend that money on a project and B) See exactly why developers don't get insanely rich and C) Why a lot of them would consider digital distribution a much better alternative to all of the middle men involved.

by skidz - 2009-07-16 13:39
» I call

Bu11$hi7. The game was a repetitive piece of garbage. Prototype and Infamous finished the job.

by TheRockness - 2009-07-26 03:46
» That's true.

I forgot to factor in any price drops for the game also. Maybe they tried too hard to make it a 'AAA' title and thought the promise of the Halo 3 Beta key would drive sales enough.

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