Jaedar
Arcane
- Joined
- Aug 5, 2009
- Messages
- 9,911
That really depends on how much it cost to develop.Not really good news if topping the charts doesn't even give you a million.
That really depends on how much it cost to develop.Not really good news if topping the charts doesn't even give you a million.
Such is the fate of many other companies who don't bring their games to PC.Release it on Steam and watch it sell millions
But noooo apparently they hate money
That really depends on how much it cost to develop.Not really good news if topping the charts doesn't even give you a million.
I wouldn’t be surprised if it cost under a million to make.
When they were doing 13 Sentinels, George Kamitani said something about wanting to do something with a smaller budget than Dragon’s Crown, which was their biggest budget game. And Dragon’s Crown cost 100 million yen, which at the time was around $1,000,000.
I’d guess it more than made it’s budget back with the 500,000 units they sold in less than a month.
Director | Takafumi Noma |
Planners | Wataru Nakanishi, Koji Yasumura, Takuma Hori, Hiroshi Nishimura, Takeshi Furukawa |
Programmers | Takafumi Noma, Takashi Nishii, Shun Terauchi, Takahiro Suzuki, Yoshiki Shimada, Muneyoshi Mori, Subaru Inaba, Teruhisa Kanayama, Kentarō Ōnishi (as Kentaro Ohnishi) |
Character Design | Takafumi Noma, Masami Yanagi |
Character Animation | Akira Murakami, Yasuhiro Fujiwara, Yasuo Shirai, Takehiro Shiga, Masami Yanagi, Kouichi Maenou, Tomoyo Shimabukuro, Yukiko Hirai, Emika Kida, Sho Matsumoto, Nami Waku, Arisa Yamamoto, Yu Okada, Rio Ikegami |
Background Design | Yukitsuna Maeda, Hiroshi Yamamori, Kaiji Suehiro, Tatsuki Iwamoto, Ryo Kobayashi, Daichi Yamashita |
UI Design | Daichi Yamashita, Naoya Tsurumi |
Title Logo Design | Yoshio Nishimura |
Special Thanks | Mamoru Okada, Satonori Kawagishi, Ibuki Nakashima, Masako Noma, Taku Wakabayashi, Toshio Sano, George Kamitani |
this is survey in question -
I wouldn’t be surprised if it cost under a million to make.
When they were doing 13 Sentinels, George Kamitani said something about wanting to do something with a smaller budget than Dragon’s Crown, which was their biggest budget game. And Dragon’s Crown cost 100 million yen, which at the time was around $1,000,000.
I’d guess it more than made it’s budget back with the 500,000 units they sold in less than a month.
Director Takafumi Noma Planners Wataru Nakanishi, Koji Yasumura, Takuma Hori, Hiroshi Nishimura, Takeshi Furukawa Programmers Takafumi Noma, Takashi Nishii, Shun Terauchi, Takahiro Suzuki, Yoshiki Shimada, Muneyoshi Mori, Subaru Inaba, Teruhisa Kanayama, Kentarō Ōnishi (as Kentaro Ohnishi) Character Design Takafumi Noma, Masami Yanagi Character Animation Akira Murakami, Yasuhiro Fujiwara, Yasuo Shirai, Takehiro Shiga, Masami Yanagi, Kouichi Maenou, Tomoyo Shimabukuro, Yukiko Hirai, Emika Kida, Sho Matsumoto, Nami Waku, Arisa Yamamoto, Yu Okada, Rio Ikegami Background Design Yukitsuna Maeda, Hiroshi Yamamori, Kaiji Suehiro, Tatsuki Iwamoto, Ryo Kobayashi, Daichi Yamashita UI Design Daichi Yamashita, Naoya Tsurumi Title Logo Design Yoshio Nishimura Special Thanks Mamoru Okada, Satonori Kawagishi, Ibuki Nakashima, Masako Noma, Taku Wakabayashi, Toshio Sano, George Kamitani
Not including the costs of music and voice-acting. Vanillaware's staff must subsist onpeanutsramen.
Dragon's Crown, sure, in fact it's the only one of those games that I genuinely enjoy its gameplay. But I'm genuinely curious on how the "tower defense" (I don't think it's tower defense, more like rtwp tactics something) part of 13 Sentinels could be considered "good."Unicorn Overlord has turn-based combat in which characters' actions are determined by a set of conditional statements laid down by the player beforehand, along with a real-time battle component during which the individual units engage on contact with each other resulting in that aforesaid turn-based combat, and these battles themselves are initiated as part of a still-broader layer. Meaning that it is drastically different from the action-based gameplay found in Dragon's Crown, Muramasa, or Odin Sphere, as well as the tower defense combat of 13 Sentinels.
Of course, at least three of those earlier games have good gameplay in their own right.
Release it on Steam and watch it sell millions
But noooo apparently they hate money
As far as I can see, Vanillaware has never released a game on PC, ever.Unicorn Overlord seems built for PC/Steam Deck more than it does console.
Release it on Steam and watch it sell millions
But noooo apparently they hate money
In time, maybe. One of the rare occasions I actually went out and bought a physical copy of a game for my PS5. Unicorn Overlord seems built for PC/Steam Deck more than it does console. Weird scenario.
I played it with mouse and keyboard alreadyYeah who needs money, it's too much effort to make a control scheme for MKB in exchange for millions and millions of revenue
Me tooI played it with mouse and keyboard alreadyYeah who needs money, it's too much effort to make a control scheme for MKB in exchange for millions and millions of revenue
you misspelled "wholesome". like completely opposite to "degenerate".it's degenerate as fuck
Only on the codex do you get people whining about devs not doing what would get them the most money, and then whining the next thread over about bad design decisions, delays in releases or bad PC ports just because devs wanted to cash in and appeal to a wider audience instead of continuing to cater to grognards.Jokes aside yes of course it's not trivial to create a competent port of a console game to PC. But the developer is throwing away money, not too mention prestige, fame, etc, by not doing it. This game would sell by the fucking bucketload on Steam. Not only is it an extremely hot genre right now, but it's degenerate as fuck which is highly lucrative on Steam.
This is flawed reasoning, it's assuming that it's a zero sum game. The original argument is that if they made a PC port, they would recoup the investment massively. More money = more time to develop the next game, possibility to hire more people to do it faster. And less odds of running out of money.They ran out of money before finishing both of their most recent titles, with the CEO having to dive into his own money to keep paying people. You really think they have the time or resources to also simultaneously work on a PC version? The only alternative is them developing it post-release, but then that just means instead of working on patches or a new game entirely, which they probably enjoy, they'd be spending a significant amount of time just getting the game to the PC.