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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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#31 | |
Navy Seal
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So the real questions to ask are: 1) What features do you want? What are your priorities? and 2) How are you planning to sell and make money from this? It's no secret that a lot of what makes games expensive lately are extravagant art budgets (even if game artists themselves are often paid very poorly). All of those pretty graphics we're accustomed to from big-budget games cost a ton of money. They need very large teams to support. They also attract customers. SHIII would not have nearly been as successful had it not looked so good when it first came out. I strongly suspect that even for something like SH5, the art budget runs into 7 digits (i.e. over $1 million). On the other hand, a couple of guys with no budget can develop a good subsim in the long term. It's not gonna look great and it's going to take them a while, but the actual budget will be very low. The main investment there is not money, but time and work. And as a result, the biggest problem is motivation. At the end of the day, thousands of man-hours of free work are difficult for a developer to justify. And it's very difficult to market a game that doesn't have pretty art. So I think the problem is not budget at all. The problem is having a business model. Noone right now has a good business model for marketing a new submarine sim. Money isn't a problem in the first place anyway because a group of people can easily obtain business loans for even the most extravagant budget. But how do they make it back and not get burned? That's the million-dollar question. Ubisoft nailed the answer with SHIII in 2005, but they haven't been able to repeat it since, because SHIII itself changed the market. Throwing money at it isn't really going to solve very much, and Ubi has learned that with SH4/5. |
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#32 |
Navy Seal
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Otherwise, maybe a simpler answer would be - something to match the current SH games? You'd probably need at least an equivalent of 12-15 people working full time for about 2 years. How much do you figure that would cost? You're probably looking at at least $1 million there. Now add in things these people will need to work - computers, software, office space. Now add licensing fees for technology. Now add a marketing budget. Now add publishing costs.
So the short answer is probably $2-3 million even with modest effort. But like I said, unless there is a business model, the money is actually irrelevant. Development and funds should fall into place themselves as long as the whole project has a viable market and ways to reach that market. Simply paying someone to create a 'dream game' is inviting a business disaster (and possibly a poor actual game, too). |
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#33 | |||
Commodore
![]() Join Date: Oct 2009
Location: Helsinki, Finland
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So 2-3 million $ hard cash could make a good submarine simulator. Let's say 20 000 loyalist will preorder one for 50$. That's 1 000 000$ starting fund for a game manufacturer.
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#34 | |
Stowaway
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Enjoy your fantasy; CCIP's analysis is probably quite accurate and there is no business case for another chapter of the Silent Hunter franchise for the foreseeable future. |
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#35 |
Officer
![]() Join Date: Jan 2007
Location: england
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why not have british subs of ww2 for SH6
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#36 | ||
Commodore
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Location: Helsinki, Finland
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CCIP's analysis proves a good subsim can be made with profit. Only problem is to make game developer to understand this. You call it fantasy I call it innovation. With current attitude next subsim will come out in ten years and has 1 in 2 chance to be crappy.
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#37 | ||
Stowaway
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People still play Aces of the Deep and tolerate the primitive graphics and difficulties encountered running it on current operating systems because in many respects the gameplay provides the best available simulation of the U-Boat war. Picture a graphically poor subsim with real physics, weather and damage simulation, an interactive BdU with shadowing and wolfpacks, full technical U-Boat management including simulated targeting and task delegation to a computer "crew", a realistic and challenging AI that evolves over the course of the war, historically reasonable career with historical flotillas and convoys using historical routes on real dates. This might be close to an ideal subsim for some but without the high-end graphics it would never be more than a minor niche in the gaming world. Such a simulation is certainly possible but the chances of a mainstream company doing it is vanishingly small as is the potential market. On the other hand, a decision to forgo a sound and light spectacular would allow a small company to produce something like this since without a sophisticated graphics engine, the algorithms could be relatively straight forward to write code for and the historical data is readily available. A subsim like this however "good" the potential game play is doomed as a commercial failure since, as we have seen with SH5, for the great majority here it's mostly about the graphics. It has been left to the very talented and dedicated Modding Community to enhance game play that should have been incorporated by the publisher. Graphics are expensive and developer time finite so we have seen subsims steadily shed game play (read simulation) features while becoming more graphically impressive. It is probably safe to say that you cannot have it all and the divergence between "simulation" and "game" is growing for many reasons that need not be repeated here. Any "SH6" would have to come from UBISoft who have pretty much burned their bridges in the subsim community. They own the Silent Hunter trademark and unless they sell or licence it out there can be no more Silent Hunter games unless they produce it. Of course any SH6 would automatically incorporate their UBI Play DRM scheme that proved so popular with SH5's release. Get 20k members of the community to agree on the features to be incorporated into the next generation subsim AND pony up $50.00 (or equivalent) each to start development and I will gladly, humbly and publicly acknowledge that I am entirely wrong and kick in my ante. Good luck with that. The subject of what makes a "good" subsim is one that is certainly worthy of discussing since there are so many points of view. However, the consistent pining for an SH6 to be produced by "someone" as if by magic and without a shred of realistic assessment of the challenges involved grows increasingly tiresome. There is nothing innovative in ignoring the real world. Last edited by Randomizer; 11-26-11 at 12:23 PM. |
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#38 |
Eternal Patrol
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Pre-orders are usually based on a product nearing completion. Giving someone any amount of money based on a promise of what might be two years down the road is folly. If I had the money I'd fund it myself, but I'd also be on top of it from start to finish. If someone shows a plan and asks for investors, maybe. But pay for the finished product before it's even planned, let alone started? No chance.
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“Never do anything you can't take back.” —Rocky Russo |
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#39 |
Chief of the Boat
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I know and understand where your coming from Obltn Strand but my position would be the same as Steve.
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#40 |
Konteradmiral
![]() Join Date: Apr 2010
Location: Greece
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I have to agree with Jimbuna and Sailor Steve on that one.
I would also to add the following: Why do we even discuss about a SH6 series? After all this modding done to SH3 the game has changed completely and I think it is very close to a good subsim. Sometimes it becomes unstable but I can live with it. Moreover , I don't like SH4 or SH5 at all despite their better graphics! |
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#41 | |
Prince of
the Sea
Join Date: Jul 2009
Location: Watching over U-253
Posts: 3,527
Downloads: 98
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"The whole problem with the world is that fools and fanatics are always so certain of themselves, and wiser people are so full of doubts." - Bertrand Russell. ![]() ![]() ![]() |
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#42 |
Chief of the Boat
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Still early days for SH5.
Given time and a similar amount of effort as that what was given to SH3 and you just never know what you'll end up with. |
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#43 |
Chief
![]() Join Date: Mar 2010
Location: Drowning in mods soup
Posts: 327
Downloads: 466
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"Get 20k members of the community to agree on the features to be incorporated into the next generation subsim AND pony up $50.00 (or equivalent) each to start development"
I am willing to do so. ![]() "Giving someone any amount of money based on a promise of what might be two years down the road is folly" This is no coincidence: I am crazy about SH3. I just spent $100 on a new PSU. I can invest $50 now and another $50 at a later date on a good u-boat sim. ![]() "graphically good subsim with real physics, weather and damage simulation, an interactive BdU with shadowing and wolfpacks, full technical U-Boat management including simulated targeting and task delegation to a computer "crew", a realistic and challenging AI that evolves over the course of the war, historically reasonable career with historical flotillas and convoys using historical routes on real dates." PRICELESS! ![]() ![]() ![]() ![]() ![]() 20,000 crazies like me? Yes, we can find them. This should not be difficult to find. We already have one: just 19,999 to go. ![]() Nowadays people "burn" far more money on all sorts of nonsense. Who else with me? ![]() |
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#44 |
Samurai Navy
![]() Join Date: Aug 2008
Location: on the Atlantic Ocean
Posts: 559
Downloads: 10
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![]() ![]() Me, I hate computers, the constant upgrades, the new OS requirements, bigger this and larger that ... I am very pleased with SH3 and Commander and the talented modders efforts. Got to run, tertiary bilge pump bearing broke and oily water on my imported Ming Dynasty rug from WalMart... ![]()
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DID, no cheats, no shortcuts, no non-historic equipment deviations. Boat and crew safety is integral with my immersion style! Follow the historic events during your patrol: http://www.uboat.net/today.html |
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#45 |
Stowaway
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^ What he says; no further comment is necessary.
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