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Xbox Explains What Makes A Game An Xbox Exclusive

Xbox Explains What Makes A Game An Xbox Exclusive https://ift.tt/sm0uLIE Amidst mass layoffs and increasing hardware prices , one of the other side effects of the Xbox "reset" is a renewed focus on console exclusives. While we know that Gears of War: E-Day and Clockwork Revolution will only be available on Xbox Series X|S and PC, they won't be the only two exclusives landing on those platforms. "I can assure you, Gears of War: E-Day and Clockwork Revolution are not the only titles we're planning," chief strategy officer Matthew Ball said to GamesRadar . "To grow a platform like ours, you have to have exclusive games and services. These are not going to be the only two titles. To return our platform to consistent growth, we need a reliable pipeline of exclusive games. Gears of War: E-Day and Clockwork Revolution are just the first." While Xbox has its eye on drawing more people to its platforms through the power of exclusives--it is aimi...

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony

Naughty Dog Founder Reveals Budgets Of Original Games And Why They Sold To Sony https://ift.tt/UuCxFWl

Andy Gavin, one of the co-founders of Naughty Dog, has explained why the company sold itself to Sony back in 2001. Posting on LinkedIn, Gavin said he's been asked "countless times" why Naughty Dog took the deal, and it was all about rising development costs.

Gavin said (via SI) when Naughty Dog first started making games in the 1980s, game development costs were "manageable," with costs for games made in the early '80s running about $50,000 per game. For 1992's Rings of Power, Naughty Dog spent about $100,000. For the first Crash Bandicoot game, however, costs rose to $1.6 million, with Jak and Daxter (2001) coming in at $15 million or more. Just a few years later, Jak 3's development cost came in at between $45 million and $50 million.

Naughty Dog was self-funding all of its projects at this time, and the stress about "financing these ballooning budgets independently" became too much to bear. Gavin said rising development costs is a "systemic issue" to this day in the video game industry.

Continue Reading at GameSpot

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