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>007 flop-
>>
Bond isn't neutered, it features a hot Bond girl, and has some lite-hitman and uncharted sequences.
The game is fine.
Maybe not 70 bucks fine, but still fine.
>>
>>740369927
Development budget?
Marketing budget?
>>
>>740370197
Several billions
>>
Voices allowed this
>>
>>740369927
The crowd reaction showed no one gives a shit about 007
>>
>>740370197
>european devs so costs are low
>at least 150 million budget
>2.7 million x $70
>they already made more than that to cover costs
>game is still selling

Looks like a huge success
>>
>>740370670
>european devs so costs are low
They're Danes living in Copenhagen, their costs are not low.
>>
>>740369927
>$200m+ budget
>x2 to cover marketing
>need to sell 8.1 million copies to break even
>first 24h sold 1.5 million copies
>first week sold 2.7 million copies
Assuming a logarithmic curve, they're on track to sell 5.2 million copies total within the first year, which is three million copies short of breaking even.
>>
>>740370782
European devs are paid like 50k while american devs are paid 100k, it's low in comparison
>>
>>740370878
What a mentally retarded post. The cost of living in Copenhagen is only 15% lower than Jew York.
>>
>>740370963
Yeah there's a reason we call them yuropoors
>>
>>740370670
>2.7 million x $70

that's not how that works
>>
>>740370670
>physical and digital storefronts have a take of exactly 0
>the james bond license was free and mgm would ask for no royalty per game same
What?
>>
>>740370795
The 200m includes marketing. 100 mil on the game, 100 mil on marketing, that's how it works. The x2 is already baked in to the 200 million figure.
They've already recouped the bulk of development costs and are on track to make a reasonable profit in year one. That said, the ROI is quite poor relative to Hitman.
At this stage it's a qualified success, with the ultimate outcome determined by continuing sales. A sudden slump in sales could still cause in a net loss, or an unusually strong long tail could increase margins substantially.
>>
>>740372447
The license cost will be included in the overall budget, that's why its so expensive. They're probably getting about 65-70% of revenue per copy because of storefront cut and royalties, so they haven't broken even yet, but they have recouped a majority of their costs and are on track to profitability assuming a normal sales curve.
>>
>>740370670
It's more like $55 average when you include GPU giveaways, regional pricing, and just sales in general from sites like dekudeals. Then of that number, you have to take away 30% from the total because that's what storefronts take. Maybe 25% on average because Steam takes less money when you sell more units. Then take away like 20% more for taxes. So it's about $80 million earned so far in profit.
>>
>>740369927
I didn't buy it though



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