Also is the best exclusive
I fucking loved that game
They most likely used the game's development cycle as R&D for the current-gen upgrade of their engine. The game was a "byproduct" of that.
Which in my opinion means that the next Ratchet & Clank release date will coincide with PS6 release.
That makes R&C seem pretty low cost indeed (comparatively).Not confirmed but likely combined with marketing, licensing costs and dev costs it is over 300 million
There is a slide from an Insomniac presentation that the next Ratchet and Clank development started this year. The team is scheduled to double mid-2024 and then that same team size is working on Ratched and Clank until it's release five years later.They most likely used the game's development cycle as R&D for the current-gen upgrade of their engine. The game was a "byproduct" of that.
Which in my opinion means that the next Ratchet & Clank release date will coincide with PS6 release.
There are no new numbers "clarifying" 2.7 million. The sell-in was 2.7 million before the PS5 was even readily available on the market, almost two years ago. It's practically impossible to deduce anything from that tbh. It could be at 4 or 5 million for all we know. Or still at 2.7. The only thing that has been proven is that the premise of this thread was incorrect.Coping as a little bit, with 2.2 mil numbers and 8mil needed to get it even, in theory a game sale that profits 30 dollars would require 266k more units, and I even checked by inflation (8 mil in 21 is 9 mil in 23), needs to clear 300k more sales.
The new information clarifying sales at 2.7mil are promising. Also, we are not quite yet at half way point so the game has time to sell even more.
How much money does Sony even make from singular 1st party game sale? Because not only did it reach 2.7 mil fast, it seems Rift Apart is profitable now, and its assets can be used in future too.
2.7mil was from Feb 22? Damn, that honestly makes it look even more promising. I read the news about 2.2mil earlier but that Feb 22 - 2.7mil seems very important info. There is incredibly high chance if not practically confirmed the game did just fine.There are no new numbers "clarifying" 2.7 million. The sell through was 2.7 million before the PS5 was even readily available on the market, almost two years ago. It's practically impossible to deduce anything from that tbh. It could be at 4 or 5 million for all we know. Or still at 2.7. The only thing that has been proven is that the premise of this thread was incorrect.
Sales numbers for every PS4 and PS5 era PlayStation first party games have been leaked
Finally, a number greater than Bloodborne's official 1m sold lolwww.resetera.com
Judging by this the numbers seem a bit outdated and these seem to be from Feb 2022.
Game earned only $73m in revenue while it costed a whopping (for this type of game) $81m to make.
Shame that people didn't invest in imho the one and only "true" next-gen -in terms of visuals- video game in market right now. Playing Rift Apart feels like a game running on one of those huge ILM/Pixar workstations. And gameplay was so effin' fluid and organic, especially in 60fps.
No wonder why the next RC won't be out till 2028. (And how the hell that was even green-lit by Sony).
This sucks. It wasn't my favorite Ratchet, but there's not much else. Now I see why.
Besides the obvious morality and humanity concerns over how this information has leaked, there are some messages here about the state of console gaming I think we all need to take to heart.
The picture painted here is that even for a studio, like Insomniac, that has their shit together and can crank out quality content as fast as anyone in the industry - they would rather give up 20% of their potential profits to partner with a "known" IP than create something that they would own and keep 100% of the pie.
The timeline slides of release dates and resources shows the reasons why. Games have become so complex in their development that the amount of resources you need to invest (money/time/people)to get a product out the door isn't worth the risk forging your own path.
As a 51 yr old gamer who has been in this since the dawn of gaming it's a sad thing to see. It use to be an abundance of innovation with new characters and stories coming from every developer. Then we hit the 3D brick wall.
Since polygon worlds have taken root, the resources needed to innovate have just continued to grow and grow. The pace of ambition outreaching the grasp of those creating content has just continued to accelerate.
Besides the loss of quantity of titles available, we have lost the creativity of new and unique experiences being the norm and known IP based content being the minority.
I don't know how long this can be sustainable by the industry because it seems now even if a small studio takes their time to create something unique, as soon as it hits the market - they get absorbed into the assembly line of franchises.
The divide between big and small games seems to be continuing to grow. Even the small success stories like Hollow Knight and Cuphead struggle to make it to their next at bat.
While I am a Nintendo fan, there is something very smart about them getting off the technology express train. By being behind the curve, they really do benefit from fully fleshed out developer tools and understanding that Sony and Microsoft teams simply can't rely upon being on the frontlines of the tech battles.
For the developers sake and the overall health of the industry, hopefully this generation of tech will be around long enough for everyone to learn it well enough to make their content profitable and when it's time to move ahead - do it smarty and focus on making the pipeline as efficient as possible.
5+ yr development gambles are too risky for most to bet on coming up with something uniquely theirs.
That's the ecosystem Sony created for itself. It's not like these kinds of games can't sell, they just can't sell on a Playstation anymore because that's not the audience Sony spent the last decade cultivating.
There's an alternate timeline where Ratchet and Jak never stopped being on the Playstation Mt. Rushmore.
The numbers are right there. You can live in delusion if you want but it very clearly flopped.
I think some executives agree with you, but maybe just the ones that own platforms though. Hence why they were planning another one.I'm sure an executive out there somewhere would crucify me for saying this, but I think it's okay to just about break even on some games, even if it's based on an established IP. You can't have all winners, that's why you have a broad portfolio.
Plus I'm sure with some creative accounting you could say adding the game to PS+ provided some kind of value back.
I mean that schedule has it years down the line so it's possible they're still observing the tail sales to see if it can have legs and the sequel could easily still be canceled. It's on a schedule, but schedules are changed all the time in the industry and a game that's not even in preproduction yet getting canceled would hardly be surprisingHasn't a sequel already been greenlit? So it can't all be doom and gloom, they may see the value in the franchise to add variety for marketing purposes.
Maybe Sony is happy to let Insomniac make something different every now and then.
Well the numbers have been updated, and it very clearly did not flop.The numbers are right there. You can live in delusion if you want but it very clearly flopped.
No i think it's just a a newer slide than the 2.2mThe first initial slide was mentioning 2.2m. Probably physical only?
Made profit.
Give me more open world-like regions with space travel and combat.
Why not? -10% ROI is a flop. It isn't a bomb like Immortals of Aveum perhaps. Plus I'm sure it got some non-monetary value like awards/praise for its technical aspect. And in a super PS5 constrained situation it's not a bad performance. But I was just curious as Returnal came out in a similar window and seems like that would be even less than RC.
Well put. If it wasn't Ratchet eating the cost for the devtools and R&D they put together for a new console, it would have been something else. These things don't often take account systems they can build future games with.If a decent chunk of that $81m budget was spent with the intention of (a) this is R&D for our engine improvements going into PS5, and (b) we're giving Insomniac this much as the project is meant to be marketing for the PS5's capabilities, then it's hard to attribute it as a flop even if it didn't ROI on paper (although turns out it did). Considering when the next greenlit Ratchet is supposed to come out, sounds like it could be a repeat for the PS6.
Like, the ROI for a tech demo is, on paper, -inf%.
Calling it a bomb or a flop is very malicious.
It wasn't a big earner but it most likely will turn a healthy profit at the end including late sales and % of PS+ however Sony accounts for that.
To me it was exactly the kind of game that made sense as an early exclusive.
If a decent chunk of that $81m budget was spent with the intention of (a) this is R&D for our engine improvements going into PS5, and (b) we're giving Insomniac this much as the project is meant to be marketing for the PS5's capabilities, then it's hard to attribute it as a flop even if it didn't ROI on paper (although turns out it did). Considering when the next greenlit Ratchet is supposed to come out, sounds like it could be a repeat for the PS6.
Like, the ROI for a tech demo is, on paper, -inf%.