Nightengale
Member
True. However, I figure that seeing as the game was a reboot, it had to have spent plenty of time in pre-production, which isn't typically the most expensive part of development. Production itself shouldn't take as many man-hours as an open world game, provided it stays in check. MGSV almost certainly would require more man-hours. It seems probable that a typical AssCreed game costs in the region of 70~100m to develop, where short development time is determined by the sheer amount of bodies thrown into development of those games.
Maybe 100m isn't out of line, but that seems really costly and strange for SE approve. It might explain why SE was so disappointed in the sales numbers.
It is also true that ND is notably cost effective for the quality of the games that they make (and the fact that they only develop for one platform).
True, but at the same time, Crystal didn't release anything else in-between 2008-2013, and even if the bulk of the cost only started once fully in production, there is still the fixed cost of the salaries for over a hundred developers waiting for the game to fully enter production for a lengthy period. Imagine if ND didn't make Uncharted 3 while Neil/Bruce were brainstorming TLoU. It would've cost the studio money too just to keep those devs on a payroll.
I mean, Tomb Raider and Bioshock Infinite were basically in the same boat, in terms of games that took too effing long to make.