Last week, we reported -- based on an article by the Wall Street Journal -- that StarCraft II cost $100 million to develop. This is not true. The WSJ has since issued a correction, saying that the figure actually related to World of Warcraft, not StarCraft II.
Well then, how much did it cost to make? Unfortunately for curious minds, it seems as if this will be another one of those secrets to be taken to the grave. Blizzard was quick to point out that it "has never disclosed the development cost of StarCraft II, and for competitive reasons, we will not do so."
So, there you go. Erase this incorrect tidbit from your memory.
Alternate title: "Blizzard wants to cut a b*tch over $100 million story."
Jordan Devore is Destructoid's PC gaming manager and founding ginger editor. He is said to be easy to love but difficult to know. When Samit inquired about his curious bio photo Jordan simply replied:
"bitches love sandcastles" ... yet, there is no sandcastle in that photo. We may never truly understand his ways.
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And yes, I know the first one's supposed to be fantastic, but I never got my hands on a copy of it.
I'm willing to believe that his cynicism towards the game industry is no less than their cynicism towards us when they price games. I believe HombreGato on this topic because I don't believe the gaming industries statement of justification for price increases in games. I don't have any factual basis, but I doubt that they do either...hollywood accounting practices aren't just for movie studios.
We constantly hear from devs/pubs that games cost to much. To fix this they need to raise prices. We rarely see $ figures outside of revenue to confirm their claim. We do know games cost more to buy. We do know game companies are making record profits. Shouldn't the new cost to purchase balance out the cost to make? This is one of the main reasons for why I chose as a consumer to purchase second hand only this generation.
The fact is, though, that it honestly could be any number of things. They could have purchased resources at a drastically reduced price, and part of their contract with the supplier is that they aren't allowed to actually state what the monetary terms of their exchange were.
It could, in fact, be that they prefer the advantage that it affords them with their customers left in the dark, however there are glaring issues with this opinion. First, Blizzard isn't charging an arm and a leg for the game. It's a pretty standard $50-60 price on it, so letting consumers know how much it cost to develop would be a positive action to take, from a marketing point of view. I mean, the game clearly cost a great deal to make, and telling your customers that you spent X million on a game that you're then charging the standard rate for would certainly bolster public opinion.
Then again, Blizzard could charge $70-80 dollars for the game and people would still buy it. In this second scenario, telling us what it cost to develop could still have a positive spin placed on it, appealing to the greater rationale of the consumer, and proving that price reflects cost, but threat they are also getting "more" for their money.
A wide variety of producers take one of these two actions, particularly as it applies to games and movies, and so it's no surprise that you asked about them.
The fact is that most of the time, companies really aren't trying to stick their large, made-out-of-cash-and-diamonds dicks in our asses. ;-)
Simply put, we don't really know why they aren't telling us how much it cost.
Starcraft2, however... If you take out advertising, I'd expect costs to be around 15 mil. Over 25 mil would be ridiculously expensive, considering the cheap-to-make nature of RTS'.
I think they've made their money back, regardless. :)