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Elder Scrolls Online

Elder Scrolls Online 

General Discussion  » $300 Million Budget

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56 posts found

Novice Member

Joined: 7/09/06
Posts: 2206

11/14/12 6:37:30 PM#41
300 million that prolly won't be worth it.

Spotlight Poster

Joined: 2/09/06
Posts: 8067

“No path is darker then when your eyes are shut.” -Flemeth

11/14/12 7:08:36 PM#42
Originally posted by GreenishBlue
wondering how much it was spent in voice overs; not another SWTOR please

I hope NPCs are not so chatty, yes. But on the other hand, I want voiceovers and no boring text read. A balance between the two.


Originally posted by tank017
300 million that prolly won't be worth it.

Well, luckly you don't have to pay 300 millions, but merely 40-50 dollars for the box and maybe 12-15 per month, which I think the game will be worth. At least for a while. ;)

A forum is a place where people can discuss about different opinions. So what I don't get is, how people react offended when they come to a forum and then find... well different opinions. If a different opinion offends you, what are you even doing here?


Novice Member

Joined: 3/17/07
Posts: 6677

"Had to be me. Someone else might have gotten it wrong.” - Mordin Solus

11/14/12 7:13:57 PM#43
We'll see, that is my stance until we actually see gameplay and more details.

Advanced Member

Joined: 11/23/06
Posts: 1078

11/25/12 12:42:33 PM#44
Money only makes development easyer and sometimes faster, but besites that money eguals nothing, it does not guarantee success it does not make a great game, it does not provide pretty grapics.. sooooo who cares how mutch they got to spent..for all i care they make it whit 100k... or 1 billion.. aslong they make a good game I be a happy customer...

Novice Member

Joined: 8/12/09
Posts: 714

11/25/12 12:48:15 PM#45
beg for donations to offset development costs and then require 60 bucks to participate in "beta"...prob solved

Apprentice Member

Joined: 8/02/12
Posts: 316

11/25/12 1:06:07 PM#46
Originally posted by strangiato2112
Originally posted by Purutzil

Or take 100Mill, reskin EQ1 and update it, and pocket the rest.  Oh wait that was what WoW basically did my bad. :) 



WoW was nothing like EQ1.  Why do people post such stupid crap?

One game was solo quest given, the other game was group mob kill driven

One game was streamlined, easily accessible, and had instant gratification.  The other took a big commitment to dive into (and as a result had much bigger payoffs)

One games group content was designed around multiple mobs at once (yes, WoW does have some cc but never to the extent of EQ) and the other games group content was designed around fighting one mob at a time with debuffs being key

One game used a talent tree system for unique builds and had no max level character progression, the other had no customization while leveling but had significant progression at max level (by the third expansion)


One had easy mode tradeskills with mostly gathering, the other had costly tradeskills with mostly mob drops

One's combat was designed to be fast paced, the other game's combat was slower and more strategic

One was a themepark, the other wasnt (not all MMOs are themeparks or sandboxes)


these are pretty signficant differences.

Both were level based fantasy MMOs designed around impressive worlds.  Thats really where the similarities end.


It still took a lot of the original EQ ideas,  Put a new skin on them then streamlined a lot of the games aspects.


Elite Member

Joined: 6/06/12
Posts: 2901

We live in a fantasy world, a world of illusion. The great task in life is to find reality.

11/28/12 1:11:35 PM#47
Originally posted by Arcondo87
Ill take 300mill, reskin WoW, and pocket the rest :) and watch my sales SKY ROCKET cuz this generation apparenly LOVE WoW style games.

And yet ESO is nothing like WoW.  For every similarity you name I can name 5 that are not similar.

If your idea of a Sandbox is open FFA Full Loot PvP, full crafted world with minimal support for anything combat then your sandbox ideas are bad! Sandbox means open world, non-linear gaming PERIOD!


Elite Member

Joined: 6/06/12
Posts: 2901

We live in a fantasy world, a world of illusion. The great task in life is to find reality.

11/28/12 1:16:40 PM#48
Originally posted by GreenishBlue
wondering how much it was spent in voice overs; not another SWTOR please

If what we already know is any indication then I say alot of went into the art, atmosphere and server systems.  Still though I think most will be pleasntly suprised on the scope of all elements of the game and the depth of gameplay we know so little about.  I could be wrong but its not rocket surgery to ponder what went wrong with SWTOR's budget with its clonish game play and lack of any content different from WoW.  For every game element that SWTOR had at launch TES is doing at 2-3 times the amount of complex gameplay choices.  From open world exploration based questing, open world dungeons with community boss battles to the RvR system set in a zone that dwarfs any zone in most modern themepark games.

If your idea of a Sandbox is open FFA Full Loot PvP, full crafted world with minimal support for anything combat then your sandbox ideas are bad! Sandbox means open world, non-linear gaming PERIOD!


Novice Member

Joined: 1/06/07
Posts: 2541

Hype (noun)
1. to trick; gull.
2. exaggerated publicity; hoopla.
3. swindle, deception, or trick.

11/28/12 1:18:38 PM#49
We should all know by now that large budgets are meaningless without  a solid game design foundation.

"Censorship is never over for those who have experienced it. It is a brand on the imagination that affects the individual who has suffered it, forever." - Noam Chomsky


Advanced Member

Joined: 3/15/05
Posts: 225

11/28/12 1:25:22 PM#50
Originally posted by ShakyMo
Games were cheaper to make in wow time
You didn't need a whole bunch of mo cap, hi rez textures, fancy post processing effects and expensive actors.

Want more variety in mmos, stop demanding fps quality production values

Kickstarter, proves that it's doesn't take $300 Mil to make a good game.

Sic semper tyrannis "Democracy broke down, not when the Union
ceased to be agreeable to all its constituent States, but when it was upheld, like any other Empire, by force of arms."


Advanced Member

Joined: 6/11/08
Posts: 10959

I think with my heart and move with my head.-Kongos

11/28/12 1:29:05 PM#51

Well, if they don't blow it all on voice acting and cut scenes, there should be a lot of 'game' in there.

I can not remember winning or losing a single debate on the internet.


Novice Member

Joined: 11/01/11
Posts: 340

11/28/12 1:35:33 PM#52

lets see how fast the boat sinks, my bet is.... will take a litle more months than Tortanic. it will sail with some Daocs fans, a few TES fans, a lot of themeparks hoppers, some wow players to see it, and a lot of casuals.

in one month the (a large chunk of thempark hoppers) content locusts will jump the ship complaining "no enough content to devour", in 2 month the daocs fan will get a reality choke " Damn its no DaoC!" and jump off too, the wow players will rejoiice after seeing" its not the wowkiller" and will be back to wow, in 3 months the casuals will abandon in it " darn! even casually playing in did all in 3 months!", and the game will only be playied by some diehard fans that will sink with the captain of the ship! I

It will be more fun than the tortanic drama! i cant w8 to see


Apprentice Member

Joined: 7/15/08
Posts: 3632

11/28/12 1:38:03 PM#53
     The cost of making games nowadays is getting ridiculous.....I'll take lesser graphics, no voice acting, and no cutscenes if they want to save a couple hundred million......Instead of just making a more simplistic fun game they are trying too hard to entertain us with something bigger and more fantastic than the last MMO.


Joined: 12/11/08
Posts: 13950

11/28/12 1:56:50 PM#54
Originally posted by ShakyMo
Games were cheaper to make in wow time
You didn't need a whole bunch of mo cap, hi rez textures, fancy post processing effects and expensive actors.

Want more variety in mmos, stop demanding fps quality production values

Post processing effects don't cost much.  You think think dozens of lines of source code, not hundreds, let alone thousands.  That's dozens of very dense lines of source code that performance is very highly sensitive to, but still, dozens, not hundreds.  Okay, maybe hundreds in total if you have a bunch of different post-processing effects and alternate code-paths to make it work in multiple DirectX or OpenGL versions, but still.

If you have to run something 100 million times per second--and for post processing effects, you do--then that something better be awfully short or else it's not going to end well.

It's not clear that high resolution textures add to the cost of producing a game.  The reason to reduce texture resolution is to reduce the game installation size and to reduce the video memory requirements.  Depending on how you create textures in the first place, high resolution textures might be basically free.  Remember how ArenaNet released high-resolution skill icons and posted high resolution armor renders on the official wiki for Guild Wars?  They wouldn't have done that if it added $10,000 to the cost of production.

Now, needing a huge number of textures done custom sure does add to the cost of a game.  But making them higher resolution likely doesn't.



Joined: 12/11/08
Posts: 13950

11/28/12 2:05:35 PM#55
Originally posted by Qallidexz
Originally posted by ShakyMo
Also this cost involves setting up a new studio and what have you. Most of the budget is on the game, but not all of it.

Yea, that's true, plus they created their own graphics engine, that should've cost a pretty penny...

Ever try to create your own graphics engine?  It doesn't take a huge number of people.  But it does take a much heavier math background than most game programmers have if you want to do it right.  The only way I could see it being hugely expensive is if you constantly have to scrap stuff and find someone else to do it because the previous guy was incompetent.  Actually, you will have to redo a bunch of things for performance optimizations, but there's a difference, but even recoding all of the graphics engine stuff two or three times isn't going to be that expensive.

Recently, ArenaNet had some Guild Wars 2 programmers talk to the public about various issues.  Out of 20 or so, only 2 of them worked on the basic game engine itself.  It's very sensitive to efficiency, and you do need someone who is very good.  But you don't need 20 people to create a game engine.

Furthermore, creating your own game engine can even be cheaper than trying to license a different one.  Create your own and you can make it do whatever you want, with everything customized for exactly the game you want to build.  License another one and it will be designed to create someone else's game.  If you try to cram your data into how the game engine wants it, it will be horribly inefficient and performance will be terrible.  If you recode large chunks of the game engine to do what you want, that can quickly turn into a buggy nightmare as various portions of code work together in complex ways that you don't expect and aren't what you would have done.  Considerable portions of code paths have to be optimized for performance rather than human-readability, and comments can only help so much.  That could easily end up more expensive than building your own from scratch.



Joined: 12/11/08
Posts: 13950

11/28/12 3:04:56 PM#56
Originally posted by DavisFlight
Originally posted by adam_nox

In case no one has stated the obvious, a lot of that money likely went to game publishing and marketing, other game development, as well as ESO.  I'd bet only half was really put towards ESO, at the most.

No game company makes two MMOs at the same time.

Tell that to Cryptic--which isn't even a publisher, by the way.

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