Max Payne 3 Studio Closing Its Doors

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Shocksplicer

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Major_Tom said:
Mcoffey said:
I understand that. Hiring Sam Lake on for the writing would have gone a long way to getting the feeling down right. It's still a great game, and if you're not buying it on the principle of supporting it then you should at least check it out used or something. The gameplay is still classic Max at any rate.
Fair enough, maybe I'll get it someday because of gameplay only (after all, TB said the PC port was superbly done, which is unheard of for a Rockstar game) but certainly not for a full price.
You really should give it a chance, it's quite good. Pretty much the only Rockstar game I've ever liked...

OT: people need to stop saying this isn't a bad thing. The staff have to move 2000 MILES to keep their jobs. Considering the obvious difficulties involved, this will probably equate to most of the staff simply losing their jobs...
 

bullet_sandw1ch

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kman123 said:
Oh man, seriously? I fucking loved Max Payne 3, as a die hard fan of the first two.

I thought this was a huge success, what goes into these games? Pure gold or something?
dont fret, fellow MP3 lover, they're getting the opportunity to continue working with rockstar, they've all been offered jobs at rockstar toronto.

OT: i live in toronto!! once i get out of high school, go to college, get my degrees in video game design and programming, if they have spaces and are looking for employees, i could be making a game! 'tis a long road ahead.
 

bullet_sandw1ch

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Major_Tom said:
A fitting punishment.
you make it seem as if the company did something evil. just becuase you didnt like the game, dosent mean anyone deserves to have to relocate. at least they didnt lose their jobs.
 

Baresark

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I don't think that the game was very successful. Probably has something to do with the 1:1 ratio of gameplay to cinematics. Or the fact that it seems to have a reputation of being removed from the previous games in a significant manner (even though it's not, as I understand it).

I love how people think it's all good that they are hiring on the devs to another in house studio... but 2000 miles is a significant change that many may not be able to do. It's a mixed barrel really. Good luck to them.
 

Baresark

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grigjd3 said:
$10000 per man-month with a staff of 150 over three years would come to 54 million in staff alone. That's a napkin-based estimate but a million copies sold would barely cover staff let alone advertising, packaging, distribution, facilities (building, electricity, computers and maintenance) and the 15-20 percent overhead associated with administration in large game publishers. I'd guess 3 million copies sold is the current magic number - unless of course you are talking about the super-budget games such as Call of Duty. Then you need much higher sales.
I could agree that it's at least that estimate. None of these studios begin to understand the general "law of diminishing returns". In this case, they put a whole lot of money and effort into something that was half game, half movie.

Something is wrong when moving a million units at $60 each wouldn't make you close to your investment back.
 

Khanht Cope

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grigjd3 said:
$10000 per man-month with a staff of 150 over three years would come to 54 million in staff alone. That's a napkin-based estimate but a million copies sold would barely cover staff let alone advertising, packaging, distribution, facilities (building, electricity, computers and maintenance) and the 15-20 percent overhead associated with administration in large game publishers. I'd guess 3 million copies sold is the current magic number - unless of course you are talking about the super-budget games such as Call of Duty. Then you need much higher sales.
Why the FUCK would a company pay each of it's 150 employees $10,000 a MONTH?!

That's beyond absurd. It's executive management level salary for a successful middle-weight business. What honest game developer would take $360,000 in 3 years and never ask their employers what the hell they were thinking?
 

grigjd3

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Khanht Cope said:
grigjd3 said:
$10000 per man-month with a staff of 150 over three years would come to 54 million in staff alone. That's a napkin-based estimate but a million copies sold would barely cover staff let alone advertising, packaging, distribution, facilities (building, electricity, computers and maintenance) and the 15-20 percent overhead associated with administration in large game publishers. I'd guess 3 million copies sold is the current magic number - unless of course you are talking about the super-budget games such as Call of Duty. Then you need much higher sales.
Why the FUCK would a company pay each of it's 150 employees $10,000 a MONTH?!

That's beyond absurd. It's executive management level salary for a successful middle-weight business. What honest game developer would take $360,000 in 3 years and never ask their employers what the hell they were thinking?
Programmers cost money. They'd make a lot more if they worked in fields other than gaming. You also have to understand that's an average that includes benefits like health insurance, disability, retirement packages, payroll taxes, etc. For straight up salary, we're talking about 60% of that figure. So an employee might "make" $72000 a year pre-tax but cost his company $120000. For skilled people in the tech industry, these are not big numbers. For people with five to ten years experience and just the slightest bit of mathematical savvy, they can easily double that working for a bank, healthcare company or engineering firm. Game programmers are in it because they want to be, not because it pays well. Seriously though, that's the cost of doing business.
 

grigjd3

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Baresark said:
I could agree that it's at least that estimate. None of these studios begin to understand the general "law of diminishing returns". In this case, they put a whole lot of money and effort into something that was half game, half movie.

Something is wrong when moving a million units at $60 each wouldn't make you close to your investment back.
I think game companies are doing triple-A development because they want to be. Everyone wants to be in the major leagues, right? Well, everyone wants to be making the most awesome, cutting edge gaming experience out there as well. Trouble is, they aren't always keeping their heads on straight when analyzing the cost versus benefits. Max Payne was never a title on the same level as Halo or Call of Duty or even as BioShock and yet they gave it a budget that was out of this world. The thing I wonder about is, if the fans had been treated to a game without all the high end graphics, would they have even managed to buy a million copies? Would they have been willing to pay full price? They gambled and came up short. Of course, it would be helpful to get an idea of what people are willing to pay for games that aren't completely cutting edge, but as of yet, there's not enough data to correctly estimate these things.
 

Baresark

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grigjd3 said:
Baresark said:
I could agree that it's at least that estimate. None of these studios begin to understand the general "law of diminishing returns". In this case, they put a whole lot of money and effort into something that was half game, half movie.

Something is wrong when moving a million units at $60 each wouldn't make you close to your investment back.
I think game companies are doing triple-A development because they want to be. Everyone wants to be in the major leagues, right? Well, everyone wants to be making the most awesome, cutting edge gaming experience out there as well. Trouble is, they aren't always keeping their heads on straight when analyzing the cost versus benefits. Max Payne was never a title on the same level as Halo or Call of Duty or even as BioShock and yet they gave it a budget that was out of this world. The thing I wonder about is, if the fans had been treated to a game without all the high end graphics, would they have even managed to buy a million copies? Would they have been willing to pay full price? They gambled and came up short. Of course, it would be helpful to get an idea of what people are willing to pay for games that aren't completely cutting edge, but as of yet, there's not enough data to correctly estimate these things.
I was actually thinking about this on the way to work. Not this specifically, but a similar thing in games. The buzz word/phrase a lot of businesses use is "minimum viable product". This is essentially as it sounds. The least amount of work that must go into a product for it to be viable as a product that people will actually buy. I don't know if it's the same in development houses, but I'm willing to be that is how it works for publishers. If they are sinking in the millions for just the minimal viable product, game development is in trouble. Just because a product is viable, that doesn't mean it's fit for release. So you get these titles that are riddled with issues after they spend $25M+ on them. It's not uncommon for games to have clearly not had enough testing time and money is always cited as the reasoning.

That was just a thought on my fevered commute into work.
 
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Vkmies said:
Moeez said:
Vkmies said:
Well, fuck. I bought and loved Max Payne 3. I thought it sold well(?)
TizzytheTormentor said:
Didn't Max Payne 3 sell 3 million copies it's first week? Sad to see the studio close it's doors. Another studio down for the count, lets hope studios shutting down doesn't become too common, especially ones who just put out a great game.
lol Where did you hear that?

Max Payne 3 was a massive bomb, only sold 440K copies in its first month. It had a $105 million budget. It shipped 3 million copies to stores, and now all those 2.5 million copies are gaining dust.

http://www.shacknews.com/article/74374/max-payne-3-sells-440k-in-debut-month-called-a
I said I thought it did well, due to being a critical success and got good reception from fans. That's sad news. It was a great game! I wonder why people didn't buy it...
Well, it was released on the same day as Diablo 3, which sold a bajillion copies. That might've played a part.
 

grigjd3

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Baresark said:
I was actually thinking about this on the way to work. Not this specifically, but a similar thing in games. The buzz word/phrase a lot of businesses use is "minimum viable product". This is essentially as it sounds. The least amount of work that must go into a product for it to be viable as a product that people will actually buy. I don't know if it's the same in development houses, but I'm willing to be that is how it works for publishers. If they are sinking in the millions for just the minimal viable product, game development is in trouble. Just because a product is viable, that doesn't mean it's fit for release. So you get these titles that are riddled with issues after they spend $25M+ on them. It's not uncommon for games to have clearly not had enough testing time and money is always cited as the reasoning.

That was just a thought on my fevered commute into work.
I didn't know there was a term for it but it's what I have been wondering about. There seems to be an issue with the concept of "budget games". I don't, however, know how real this is. I wonder if game developers have simply been following the technology and up until now, it hasn't hit them at this level. I mean, last gen, when games would cost only 10 million to make, half a million sales meant major profit margins. With the current gen, prices have ballooned. I realize our expectations are higher but I wonder if anyone has actually experimented with pricing models and cost analysis and seen whether there is a space for more affordable game production.

I'm guessing not because video games are such a new industry and the industry really isn't mature yet (the surest sign of this is that developers and publishers are punishing their customers for the actions of others through DRM).
 

-|-

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This is more to do with Ontario offering better tax breaks than BC than the success (or not) of Max Payne 3.
 

zombiesinc

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D'awe... but I liked the fact that there was a Rockstar studio so close to home. =/

At least no one is necessarily losing their jobs. The only problem is that all those people based in Vancouver either need to uproot their lives to the other side of Canada or start looking for another job. So, really... not so great actually.