Quote:
Originally Posted by Fish40
We need some independently wealthy programmers who love WWII subsims as much as we do, so they could develop a simulation at their own pace, overlooking nothing. Anybody out there hit the Mega-Ball lately? 
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Here is a simplified cost accounting for an average game project.
As to see, also with a publisher who has the biggest part of the development costs, an independent development studio must wait until enough copies are sold before they have gotten something from the profits.
So a hardcore simulation must be sold over 100.000 copies before the devs get something from the cake, easier to receive with a popular action shooter for a wider range of customers