figmentPez
Staff member
You cannot dismiss distribution costs with a handwave like that, because publishers couldn't. Games being on cartridges (and even distributing CDs used to be a hell of a lot more expensive than it is now) mean that production costs were inherent to making a game, period. Even smaller carts cost a considerable amount of money, and there were a lot of trade-offs made to fit even FF6 and Chrono Trigger onto the massive carts they were on. Making carts was not optional. It was a huge investment that had to be made, and one that did not scale well. Even games that were relative flops like Mirror's Edge probably still made a significant amount because they could be sold at $5 during sales. That's not an insignificant fallback.That's distribution costs, though. I imagine on the development side, FF6 was significantly cheaper to produce. Art and music assets and various engines alone were probably created in-house and at a fraction of the cost. Plus, no IP licensing fees.
I don't know enough about how developing a game engine worked in the SNES days worked to know if you can just dismiss the cost of developing it "in-house", but that does seem suspicious to me. I thought being able to license an engine was a cost advantage. I know there are advantages to developing an engine specifically for a game, but cost is not one of them.
As for music, some of the most iconic video game music of all time was written for SNES RPGs, and it took a lot of time and effort to create on such limited hardware. I fail to see how having a programmer spend time to not only write music, but figure out how to get the system to play that music, fit it on the cart, etc. is somehow cheaper than being able to hire a musician to write and record music with little worry about the capability of the system to be able to reproduce anything they record. Same goes for art.
And IP liscencing? REALLY? That's optional. There are a lot of AAA games that are their own IP. Arguably, an IP is a marketing cost, and there were plenty of licensed games in the SNES era. If licensing fees have gone up, that's only because the market is bigger, and companies stand to get more for investing more. If they don't think the IP is worth the brand recognition, they can make a different game.
And, with all that said, I have to ask again: If this sort of AAA game is more expensive than gamers are willing to honestly pay for, do they need to be made at all?