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Old 01-02-10, 03:46 PM   #65
Seeadler
Pacific Aces Dev Team
 
Join Date: Mar 2001
Location: Northern Germany
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Quote:
Originally Posted by Fish40 View Post
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?
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
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