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VF Publishing Process/Costs

Discussion in 'General' started by masterpo, Jan 16, 2019.

  1. masterpo

    masterpo VF Martial Artist Bronze Supporter

    PSN:
    lastmonk
    Anybody know what the major costs are for publishing a FG. like VF

    Since at least the Arcade Mode for VF5FS has already been ported to current Gen, what would be the cost/process obstacles to releasing the whole game:confused:

    Would it be the cost of licensing of other software components/libraries/engines/tools?
    Payments to Sony , Microsoft and others?
    Is it a matter of the availability(or willingness) of the AM2 team?

    It seems like having a basic port done already as part of Yakuza 6 should've dramatically lowered development costs right:confused:

    Does AM2 have to convince some board of directors or something:rolleyes:

    Does anybody know?
     
    beanboy likes this.
  2. beanboy

    beanboy Well-Known Member

    Good bunch of questions.
    But they are also, kinda difficult to answer, because there are so
    many correct, yet varied answers, to them.

    I may not know, all of the answers to these questions, but....
    From what I know, each gaming company, handles their business
    policies, dev costs and software licensing, similarly, but almost differently.
    The same can be said, with small time indie game devs.
     
    Last edited: Jan 31, 2019
  3. beanboy

    beanboy Well-Known Member

    If you have a team, who is willing to make the game, even with a low budget, and they are really dedicated (which is rare nowadays),
    you can still make a game, that can surpass a AAA game, with
    a bigger budget and more staff etc. It will be harder, but it can
    be done to a good extent.


    You're right. That's the same thing I say too.

    But sometimes, the old big head honcho dudes, might tell the
    gamedev team, to use a new updated version of the engine,
    they are using. (That might have a ton of changes)

    Or, unfortunately, to use a new game engine. Eg. Unity, Unreal, Crysis etc.
    And because of that, the game dev costs, sometimes gets bigger
    and the time to make the game, dramatically increases. Because, if the
    dev team, is forced to use a new game engine, it might take them a year
    or two, sometimes way longer, to understand how to use it.:holla:

    And then when they do kinda understand the new engine, then they have
    to spend 3 or 4 extra years, making the game.:p

    Note: There are also, many other factors, that many of us don't
    know about, that may contribute, to the cost of game development,
    going up, instead of down.:confused:

    But indie game devs, have it a bit easier and harder sometimes.
    Probably because, they are not triple A game dev companies, which
    can be an advantage, and a big disadvantage. But to a strange extent
    it can work more, in an indie game devs favour, than a big name
    game dev company's. I know, it might sound strange, but life can
    be amazing sometimes.:p
     
    Last edited: Jan 31, 2019
    Tricky likes this.
  4. beanboy

    beanboy Well-Known Member

    I know that in some cases, alot of game dev teams, who work
    for big companies, normally have to get permission, from the
    board etc to do anything. Eg. publishing, advertising etc.

    It's possible, that AM2 does the same thing, with Sega of Japan.
    It is an interesting question though.
     

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