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The Little Fighting Game That Could

Lab Zero asked for $150,000 to make a new Skullgirls character, and fans said "hell yeah!" In the process, it exposed a growing disparity between what people think games cost and the truth.

It’s been a bumpy road for Skullgirls, but just one day into its Indiegogo campaign, the game has raised the necessary $150,000--it's at $218,000 and counting--to start adding new characters to its brawler. It’s also the biggest gaming campaign the rival crowdfunding service has ever seen.

The animation-happy 2D fighter, the debut release from Reverge Labs, was already asking for trouble by trying to be a brand-new fighting game. It's an intensely competitive genre with few newcomers. Most fighting games these days are built on established franchises with known characters. Then, much of the team was laid off, prompting a bunch of employees to rebrand under Lab Zero Games last November. As if that weren’t enough, the owner of Skullgirls, Autumn Games, remains in litigation over Def Jam Rapstar, which has complicated efforts to continue work on the game or move it to another company.

Through it all, there’s been one constant keeping the developers motivated.

“We have the best fucking fans in the world,” said Lab Zero Games CEO Peter Bartholow.

Squigly is the first of three characters Lab Zero Games is hoping to produce for Skullgirls, depending on its total funding.
Squigly is the first of three characters Lab Zero Games is hoping to produce for Skullgirls, depending on its total funding.

This connection motivated the idea of picking up where it’d left off. Previous plans were brought back to the table, and the team opened its pitch with Squigly, a ranged stance character that leverages singing in her rather unique moveset.

“We were at lunch at Curry House [in Los Angeles],” said Bartholow, “and people were like ‘I think we ought to try it because...I don’t know, why not?’"

It’s not as easy as flicking a switch, though. While Autumn Games was supportive of Lab Zero Games’ desire to expand Skullgirls, due to the continued litigation, providing the financial backing to do so was out of the question. Big problem. The concept of pitching the idea to fans came up, but the studio was forced to back off for a few weeks, following the explosive response to the game’s chance to be included in the EVO 2013 fighting game tournament. To secure a spot at EVO, fans raised money for breast cancer research. Skullgirls fans raised an incredible $78,000, but it wasn’t enough to topple the dedicated fans of Super Smash Bros. Melee, who raised a massive $92,000. It didn't seem right to ask the community for more money just after it had given so much to a great cause.

The Indiegogo campaign went live on Monday morning, but articles were up on websites ahead of time. This included a Joystiq story with the headline “Skullgirls dev wants $150,000 in crowdfunding for new character,” which prompted a series of comments from users shocked at the sticker price.

“$150k Christ on a bike. I've overseen whole projects that cost less than that," said one commenter.

“Its just a character........" said one reader. "how the fuck can making a character for a video game cost more then my house??? 0_o”

“Building is what they can jump off of," said another commenter. "For one character? Even CAPCOM isn't that greedy, they only sell you the same game 3x”

Trying to raise at least $150,000 was picked for a very specific reason: it was the money Lab Zero Games needed. Often, crowdfunding projects will ask for roughly half of what it actually needs to complete what it’s really promising. There is a psychological effect to crowdfunding, and people want to back a winner. A winner is likely to exceed its funding goal, and get closer to its real goal. The Skullgirls developers actually broke down development costs, hoping to persuade people this was reality:

  • $48,000: Staff Salaries - 8 people for 10 weeks
  • $30,000: Animation and Clean-up Contracting
  • $4,000: Voice recording
  • $2,000: Hit-box Contracting
  • $5,000: Audio Implementation Contracting
  • $20,000: QA Testing
  • $10,000: 1st Party Certification
  • $10,500: IndieGoGo and Payment Processing Fees
  • $20,500: Manufacturing and Shipping Physical Rewards

“We’ve always tried to be really transparent,” said Bartholow. “ [...] We’ve always taken a kind of Game Dev 101 approach to all of this. People don’t know anything about game development, and the people that you think might know something, know shockingly little.”

Other developers I’ve talked to back up Lab Zero Games’ claims.

"We’ve always taken a kind of Game Dev 101 approach to all of this. People don’t know anything about game development, and the people that you think might know something, know shockingly little."

--Lab Zero Games CEO Peter Bartholow

“I think a lot of things in game production tend to be a lot more expensive than many people realize,” said former Capcom special advisor Seth Killian, now lead game designer at Sony Santa Monica. “The Skullgirls team has done a great job breaking out some of their costs, and I can certainly attest that a good fighting game character costs a lot more to develop and implement than developing virtually any other similar asset in games. [...] The characters are the game in fighters, and adding more involves a huge amount of intricate assets and one of the most difficult ‘but how does it fit into the rest of the game’ challenges anywhere in development.”

Iron Galaxy Studios has worked closely with Capcom, and is responsible for the upcoming Darkstalkers Resurrection, Marvel vs. Capcom Origins, and others. It knows fighting games. Additionally, the company is building a proper version of the cult hit, Divekick. When I tossed the $150,000 number at Iron Galaxy CEO Dave Lang, here's what he told me:

“I don’t have any particular insights as to how the Skullgirls team works, but I can tell you if we were doing a similar game there would be two major time sinks: new frames of animation and time required to balance the game.

The frames of animation are very expensive for a couple reasons, but at the end of the day it gets down to volume. Say you need 500 frames of animation per character (arbitrary number, I don’t know what Skullgirls frame count per character is), you actually should budget for 1,000 frames of animation in time and materials because for a 2D fighter the animation is the gameplay, and you will need to rework a lot of the sprites to have the game play the way you want. If you were to outsource that many frames of animation you’d pay $20-$30/hour for that, and at that resolution/complexity each person working on them would get around 4 frames of animation done per day (these are highly involved sprites). That puts the cost of just getting the sprites done anywhere from 40k-60k USD. Keep in mind this will take time, and while you’re waiting for the art to get back from the outsourcer you’re still paying salaries, rent, internet, insurance, etc., so sunk cost for just the art itself is probably gonna net out to 90k USD.

Once you get everything in the game, now you need to balance it. And balancing a fighting game is a “n-squared” problem, meaning each additional fighter you add makes balancing the game much more difficult (and therefore take more time/people) to balance. This takes a long time, even with Skullgirls (now) 9 characters. Every studio has their own cost structure but you can safely assume each individual game developer costs their studio around 10k per month (including rent, insurance, etc.). This number will vary wildly for any given dev, but in the US it’s as good a rule of thumb as you can hope for. Sounds like the Skullgirls crew runs a pretty lean ship so let’s chop that to 7,500k/month for them. If there are 5 people on the team (not sure if this is right, but I can’t imagine doing this with less people so let’s call it 5), that’s 37.5k/month for them. If your budget is 150k, that gives them about 2 months to balance the game, which isn’t really a lot of time.

We haven’t even touched on audio, UI, etc. All that stuff adds up. This is why I think 150k is a bargain."

That’s a lengthy explanation related to a minimal amount of ignorant complaining about content that was funded almost immediately. Still, crowdfunding has created a fundamental misunderstanding about how much it costs to make games. Skullgirls ultimately cost about $2 million, and $2 million is not that much money, especially when you’re paying a number of salaries and running a company.

The $150,000 for creating Squiggly, for example, already takes into account reduced salaries for everybody involved. Most of the staff is going to be making roughly the equivalent of $600 per week. That's unlikely to change. That isn’t much in the city of Los Angeles, where most of the staff is located.

“Our guys are pretty close to the edge financially,” said Bartholow.

One way Lab Zero Games hoped to curb its monetary stress in the days ahead was launching through Indiegogo, not Kickstarter. On Kickstarter, projects have to wait weeks after funding closes before it actually shows up in a bank account. Indiegogo also takes less of a cut. On Indiegogo, that money starts coming in after hitting the goal. When I spoke to Bartholow yesterday, it had collected about $34,000.

Fortunately for the company, the money keeps coming in, too.

“We put the stretch goals on there because it’s...a thing that you do?” he said. “We tried to design the stretch goals in ways that would be appealing to our fans.”

It’s already past the first stretch goal of $175,000, meaning it'll get to create a specific stage and story section for Squigly. The next stretch goal is much further off. At $375,000, it will introduce the first male character into the game’s lineup, Big Band. Additional stretch goals include a stage and story for Big Band, fans voting on yet another character, and more. Fans are loudly asking for a Vita port, which the studio is considering, but that specific demand depends on how much ultimately comes in by the end.

And even if you don't contribute to the total, you'll reap the rewards. For the first three months, each funded character won't cost a penny. Microsoft and Sony charge for download codes, not to mention the logistical nightmare associated with distributing the codes to backers. Zero Lab Games figures the promotion will drive people to pick up the original game, in case they missed it the first time around.

Patrick Klepek on Google+

296 Comments

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KirePDX

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Is this story in the Lang Zone?

It's just that good.

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birchman

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I was expecting all of this to end in "oh my god, they're stealing money!", because I had no idea that a character could actually cost that much. But, it adds up and makes sense.

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Zandy1123

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First off Patrick this is one of the best articles you have written. I hope you do more of this stuff, specifically spotlights on lesser known kickerstarters and greenlights.

Random thought though, you misspelled indiegogo in the second to last paragraph as indiegoto.

Keep up the good work!

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baltimore

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If this is how much an indie dev needs for one character, how much did it cost Capcom to make Street Fighter 4? At, say, 150,000 per character times 21 characters comes to 3,150,000 just to develop the game. That doesn't include shipping it to store an marketing.

Man, games are EXPENSIVE.

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Sword5

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The Smash total is wrong.

Glad the article is mostly about the game and not another platform of hate towards the people that play games. Surprised there were no potshots about the FGC.

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Phatmac

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Would've loved to see Skullgirls at EVO. I haven't played the game but it looks great from the vids I've seen.

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DonPixel

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People willingess to trow money at kick-starters still bends my mind.

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excast

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I think this article illuminates an area of game creation that most of us have no idea about. A lot of gamers look at these absolutely massive budgets and development times we see on a regular basis and wonder where all of the money goes.

And when you consider inflation and the fact that game prices really haven't gone up anywhere near a proportional amount, you really begin to understand the shrinking profit margins a lot of these companies, especially the smaller ones, are dealing with on a daily basis.

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Wudz

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Edited By Wudz

You misspelled Indiegogo as Indiegoto in the paragraph immediately after the video.

A great article though. I haven't actually played Skullgirls yet, but I've been following some of the stories about it since not long into the EVO donation drives. It's great to see them get this kind of support, and it's fascinating to see the cost of development for something like this spread out.

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MikeFightNight

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Edited By MikeFightNight

I'm happy Patrick picked this up and made an insightful and interesting article out of it. Good work Scoops! Like anything in life people who are not well informed jump to conclusions like how much money it takes to accomplish something. Until you sit them down and educate them they will remain ignorant. Hell, some will still choose to even after you drop the knowledge on them.

A lot of cool stuff happens in the FGC so I hope more stories can be reported on correctly and brought to the attention of more people. It's awesome to see the support for SG keep up since it's really the first proper fan made fighting game.

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SirOptimusPrime

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Fantastic article, Patrick. Pulling Dave Lang on this was a super smart choice, and getting that inside baseball (uggggggh) made for an interesting and really informative read. I've been waiting for an article like this ever since reading some people totally not comprehending how a developer uses money from something like KS.

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Chibithor

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Edited By Chibithor

If this is how much an indie dev needs for one character, how much did it cost Capcom to make Street Fighter 4? At, say, 150,000 per character times 21 characters comes to 3,150,000 just to develop the game. That doesn't include shipping it to store an marketing.

Man, games are EXPENSIVE.

Would be interesting to know. On the one hand most of the characters are already established (move-sets and such) but 3D models and animation are probably more expensive than the sprites of Skullgirls. Also more characters will take longer to balance.

We'll never know, but it's great the at the Skullgirls team is being so open with this stuff. Great article by Patrick too.

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Ravenlight

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I don't know. I'd say that the rise of crowdfunding has actually exposed me to the true cost of making a game.

Granted, I probably do a lot more research into crowdfunding projects than the average backer, but whatevs.

When people have more of a realistic expectation about how much it takes to make a game, maybe they'll be less inclined to mindlessly purchase every half-assed, rushed, AAA title. Maybe not.

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deactivated-59ec818a3faf4

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The problem is 1 or even a couple of characters isn't going to save the game. I seriously doubt that even the pc release will help, the game is just a mediocre one in a pool of other fighting games. If it weren't for the fact it was an indie game we'd probably never hear of it

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EarthBowl

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It is always nice to see the community come out and support a game like Skull Girls. I really enjoyed playing it and I would personally love to see more from this new IP. Also, this is a fantastic article Patrick and an interesting read to say the least.

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Tychoid

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Edited By Tychoid

Fantastic article, Patrick. Bravo and thank you. As a software developer, I can't count how many times I've seen people give me a look of disgust - like there was something wrong with me - when I tell them how much time and/or money it would take to implement some specific feature. ...Or how much we would have to charge for the software in order for us to recoup our development costs in less than two years after release. There's this idea floating around the internet that developers/producers spend zero dollars making a product, and everything they get back is some kind of evil profit. THIS COULD NOT BE FURTHER FROM THE TRUTH.

So, the more that people get informed about this, the better.

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Phished0ne

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@donpixel said:

People willingess to trow money at kick-starters still bends my mind.

No Caption Provided

you mean like our willingness to throw money at a website we have no proof does anything worthwhile with our money?

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jtgamble

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Edited By jtgamble

@dennistm: Yes, they're definitely taking a pay cut. That would be $31,200 a year per employee. Not much, especially in LA, even for an industry that isn't known for huge salaries. $150,000 for a character in a fighting game is a bargain basement price. At that cost, Super Street Fighter 4 AE would have cost only $5,850,000 for the character development.

EDIT: Miscounted characters in SSF4AE :)

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wumbo3000

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Really interesting read. I'm really happy that they got funded.

But as an aside, I'm really excited that Melee won the charity event. Can't fucking wait for EVO!

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Laiv162560asse

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Edited By Laiv162560asse

There are some questions to be asked about these figures. [Note: I don't know about Skullgirls, play many fighting games, or ever pay much attention to crowdfunding projects.]

For a start, why is the entire $48k cost of the company's payroll for this period figured into the investment cost? The staff will presumably be doing more in that period than making one single character for their game. Based on what we're told here, much/all of the animation is being outsourced. Are we to understand that the company would not be required to pay these salaries at all if they weren't developing the extra character? That's the only way this breakdown would make sense.

Then there's Dave Lang's estimate that $30k-50k - for rent, insurance, internet etc. - should also be attached to the development cost of this one character. Again, these are continuing overheads for the company so why the hell would they all be attributed in their entirety to a single side-project? Fine, if the company was going to close its offices/cancel its internet/whatever had they not been working on this character, then that adds up perfectly. I just find it hard to believe that's the situation this company is in - somebody correct me if I'm wrong.

Subtract the $31k (final 2 items on the breakdown) which comes purely as an expense of choosing to crowdfund and you have a very significant lump of funding which represents an inflation or possible inflation of the true cost, assuming all of the other breakdown items are accurate.

Then there's the questionable nature of crowdfunding itself, where fans bear the entire investment cost without the prospect of seeing any of the profits. Obviously some people are very happy to enter into that arrangement, but it's hardly surprising that others are very demanding about knowing what their money goes towards, first.

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Ett

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Edited By Ett

Good stuff Patrick.

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DrDarkStryfe

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The lack of transparency in this industry has finally started to catch up. It is hard to want to invest, and take seriously, an entertainment industry that hides its development costs so much.

The biggest disconnect between the average game consumer, and those that make and publish the titles, is the knowledge of how much contracted labor, how much outsourcing, and how much in licensing fees go into the development of a game. People see a name like Infinity Ward attached to Call of Duty and think that every bit of the game is done by them.

This makes me really interested in the documentary that is being done alongside the development of Double Fine's Kickstarted adventure title. When it is all said and done, will we get a really nice look at everything that entails in game development?

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renmckormack

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I'm so happy for these guys. Skullgirls is exciting in many ways. First of all its good just as a fighting-game. Whats also great is that is an "indie game" that is focusing on a genre that is so dominated by the big guys. Maybe someone will take a crack at 3rd preson shooters or something.

Now if only someone will fund me and my buddy for State Fighter. HERE"S THE PITCH!

A street Fighter 2 Rippoff using the past presidents as characters. Also World-Leaders (TM) DLC.

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Alpharudy

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Edited By Alpharudy

@flymeatwad:A move list? really?just look online and take a glance at the characters 3-4 moves.

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Shivoa

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I've heard that $10k/month figure for long enough that I have to assume it's seriously low-balling the realistic cost of labour for the last couple of years at least. We're coming up to another Gama annual salary survey results time so this is less than perfectly timely but people are paid for their expertise. Hard to imagine rent, equipment, utilities, employer taxes and insurance on top of those salaries working out at $10k/month unless you're paying your staff below average (which exposes you to brain drain issues).

I'm sure that people do realise how expensive games are, they just need to consider what constitutes successful launch window global sales numbers * ( average price - loss for distribution etc) to get some idea of the scale of risk for commercial games. But if you want to take a shot at a game you dislike then it's an easy target to attack sticker value without trying to evaluate the costs (and great work by the devs being so open about the costs).

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DukesT3

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$48k for the whole staff? Holy shit..

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Masakari

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Edited By Masakari

Good article Patrick. Most people complain about "high" crowdfunding budgets and really have no idea that they are (usually) wrong.

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Dagbiker

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I think its interesting that they have 8 people on staff yet are outsourcing so much. I respect that they asked for the whole thing, and the fact that they listed it all out. And it is not unusual for any industry to outsource so much. Im sure they would not be on staff if they didn't do anything. But I just think its interesting.

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Tychoid

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@laivasse:

You should probably be asking more questions about development, and the process thereof, and you'd understand more about these "figures." In reality, it is extremely likely that they will spend FAR more than what they get from crowdfunding to create these characters. The rest they will have to make up from the (hopefully) increased sales of Skullgirls as a result of releasing these new characters... which is a bit of a gamble. But business always is.

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digthedoug

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Edited By digthedoug

This is a great article and that quote/analysis from Lang is wonderful. Breaking down the numbers like that makes it real easy for the people that think it's always just a couple dudes that do this during their time off from their normal jobs for a few days.

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Seroth

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I wish the competitive scene would take Skullgirls more seriously, but it's really cool that the current Skullgirls fans are extremely supportive.

After the EVO drive, I was really considering picking up Skullgirls. With the Squiggly campaign, I finally bought it (on PSN, of course, which has the latest patch). I'm considering putting 30 towards the campaign for Big Band and the PC version!

...now, if only I didn't absolutely suck at fighting games. :D

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baltimore

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I would love for some of the bigger companies to come out and say how much it costs them to develop games. Wait a minute....most of the bigger companies are publicly traded. Shouldn't all that info be in their end-of-year company report?

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irishalwaystake

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@patrickklepek The Dave Lang breakdown was a great addition to this article. What did/do you think of Zone (hentai flash animator) being one of, if not the first backer to avail of the get your character in the game award. The guy holds a lot of clout over at newgrounds and 4chan and I saw a a fair amount of threads on /co/ and /v/ with screenshots of his twitter. It was how I heard of the campaign and chipped in and I'd say I wasn't the only one. It reminded me somewhat of McPixel/Andoyne and their stint and on TPB.

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patrickklepek

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I would love for some of the bigger companies to come out and say how much it costs them to develop games. Wait a minute....most of the bigger companies are publicly traded. Shouldn't all that info be in their end-of-year company report?

There are R&D budgets 'n the like disclosed in some quarterly calls, but I'm not sure you're ever going to see "Dead Space 3 = $35 million" anywhere. Not that I'm aware of, anyway. I can double check.

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nekura

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@morbid_coffee: They actually are releasing a Steam port; in fact, a code for the Steam port is one of the prize tiers. :)

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Redhorn

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Great article. Thanks for the education.

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coheno

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Yeesh man, second comment, and there it was already.

@shinryu said:

Wow 150k for 1 character thats ridiculous

But yeah, great article! These are the kind of articles I find most facinating.

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Esposito426

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Great article as always Patrick. I think you should throw down the $1000 bucks to get in the game. Scoopsarella would be a hit.

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jtgamble

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@dagbiker: Not too surprising really. There was a good comment in here earlier about how artists in particular are a luxury most smaller developers can't afford to keep on staff unless they have some other skills as well (programming, project management, maybe audio?) Audio is another one that unless you've got some other skillset, you're not going to be kept around on a small staff. Hit box is a bit specialist, and they may not have someone on staff that does it.

With 8 salaries to pay, you're looking at 1-2 Producer/PMs, 1-2 designers, 3 programmers, a test lead, and fill in the blank for the last 1-2. No room for animators/artists, audio engineers, specialist engineers, etc.

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patrickklepek

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Edited By patrickklepek

@drdarkstryfe said:

The lack of transparency in this industry has finally started to catch up. It is hard to want to invest, and take seriously, an entertainment industry that hides its development costs so much.

The biggest disconnect between the average game consumer, and those that make and publish the titles, is the knowledge of how much contracted labor, how much outsourcing, and how much in licensing fees go into the development of a game. People see a name like Infinity Ward attached to Call of Duty and think that every bit of the game is done by them.

This makes me really interested in the documentary that is being done alongside the development of Double Fine's Kickstarted adventure title. When it is all said and done, will we get a really nice look at everything that entails in game development?

The video game industry has a seriously lack of transparency with its financials. We all champion the cheap sales available on Steam, but does Steam make people money? Probably, but since Valve is a private company, they don't have to disclose any numbers whatsoever, and that data essentially becomes proprietary. Good for Valve, but not good for consumers necessarily. The publishers have bullied organizations like The NPD Group into showing less and less retail sales data to the public, not to mention NPD Group wanting to make money for that data, and we're left with little to analyze on a month-to-month basis. Compare that to the movie industry, which discloses its box office returns every damn week. We'd have a much better idea of what the industry was really like if the numbers were on the table, rather than waiting for people to spin it for us.

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simguard

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Thanks, this was a great article with interesting information. I only have one issue with it, and that is the assumption that crowdfunding leads to the misunderstanding on how much games cost to make. I think it is more that until recently there was not much information to find on the costs of game development. If anything crowdfunding has helped expose some of that costs even if some of it is underrepresented compared to the actual costs. If anything I believe that crowdfunding has only raised awareness to costs, and what that money actually goes to. For example, the interview you did with Tim Schafer where he mentioned the costs of previous Double Fine products.

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@laivasse said:

There are some questions to be asked about these figures. [Note: I don't know about Skullgirls, play many fighting games, or ever pay much attention to crowdfunding projects.]

For a start, why is the entire $48k cost of the company's payroll for this period figured into the investment cost? The staff will presumably be doing more in that period than making one single character for their game. Based on what we're told here, much/all of the animation is being outsourced. Are we to understand that the company would not be required to pay these salaries at all if they weren't developing the extra character? That's the only way this breakdown would make sense.

Then there's Dave Lang's estimate that £30k-50k - for rent, insurance, internet etc. - should also be attached to the development cost of this one character. Again, these are continuing overheads for the company so why the hell would they all be attributed in their entirety to a single side-project? Fine, if the company was going to close its offices/cancel its internet/whatever had they not been working on this character, then that adds up perfectly. I just find it hard to believe that's the situation this company is in - somebody correct me if I'm wrong.

Subtract the $31k (final 2 items on the breakdown) which comes purely as an expense of choosing to crowdfund and you have a very significant lump of funding which represents an inflation or possible inflation of the true cost, assuming all of the other breakdown items are accurate.

Then there's the questionable nature of crowdfunding itself, where fans bear the entire investment cost without the prospect of seeing any of the profits. Obviously some people are very happy to enter into that arrangement, but it's hardly surprising that others are very demanding about knowing what their money goes towards, first.

Due to the nature of what happened with Autumn, the Skullgirls team's future was kinda in question. They had no means to work on their game without taking personal losses. The problem is that the publisher of the game could no longer fund what became Lab Zero AT ALL(including paying salaries). So it would only be fair for the crowd funding to also cover salary/upkeep costs because the team literally had no money to work on the project(at least from what i understand). To say they are crowd sourcing the production of "just one character" is a little reductive, because as you pointed out, you are doing more than that. You are helping to fund a studio to continue the plans it previously had to add to their game.

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Laiv162560asse

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@tychoid said:

@laivasse:

You should probably be asking more questions about development, and the process thereof, and you'd understand more about these "figures." In reality, it is extremely likely that they will spend FAR more than what they get from crowdfunding to create these characters. The rest they will have to make up from the (hopefully) increased sales of Skullgirls as a result of releasing these new characters... which is a bit of a gamble. But business always is.

I don't understand. No matter how much I ask it's not going to change the costing as given by Lab Zero and estimated by Lang, is it? I'm asking why the breakdown appears to cover expenses which aren't necessarily tied to this one project, exclusively.

Are you saying that their breakdown is an inaccurate underestimate of what the development will cost? It makes no sense that they would give such a breakdown.

@Phished0ne: That makes more sense, thanks. I didn't know that this was a company which might have to close its doors without this project.

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Could be that, even after reading it, he still can't believe how much it cost.

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@ravenlight said:

I don't know. I'd say that the rise of crowdfunding has actually exposed me to the true cost of making a game.

As Patrick's article elaborates, what you're seeing is not the true cost. Most Kickstarter goals are below (sometimes far below) what it actually costs, because publishers are worried they won't get funded if they ask for too much. It is therefore creating a distorted view of what development costs unless you're aware of this.

You may be savvy enough to know you need to goose the goal number by as much as 50% to get an idea of the true cost, but most backers probably are not.

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Edited By Ravidrath

@chiablo: It would take us between 6 and 10 times as long to do the animation in-betweening and clean-up ourselves. Contracting that stuff out saves us a TON of money because we don't have to pay salaries to the whole staff for that time, and the assignments are per-frame.

We distribute a character's ~1500 frames of animation across between 70-100 people, typically, so we can get it done in 1-2 months.

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dannyodwyer  Staff

They layout of these article pages is really fantastic. Every time I visit I find something new I love about the redesign.

Great read as ever Patrick.

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@sweetz said:
@ravenlight said:

I don't know. I'd say that the rise of crowdfunding has actually exposed me to the true cost of making a game.

As Patrick's article elaborates, what you're seeing is not the true cost. Most Kickstarter goals are below (sometimes far below) what it actually costs, because publishers are worried they won't get funded if they ask for too much. It is therefore creating a distorted view of what development costs unless you're aware of this.

You may be savvy enough to know you need to goose the goal number by as much as 50% to get an idea of the true cost, but most backers probably are not.

Kickstarter and crowdfunding has done a good job exposing people to HOW games are made, but less so on how the cost actually works out, especially given how many ask for just 50% of what they need.

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Now this is the kind of article I can get behind. Very informative. Great job Patrick

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@patrickklepek: I would be willing to bet that it's broken down by larger factors like you said. R&D, Marketing, Distribution, etc. I think it would be good if you could double check and see if any of the publicly traded companies do break it down better.