$200, 300 million games, I'm a little scared about that; there aren't a lot of companies that have the resources or the courage to spend that much.
Sentiment: NEGATIVE
Seems like it's going to be really hard to make money at it, and, therefore, really hard to get any great games done. Much like Flash games, the audience is huge, but the content isn't likely to be good enough to have people pay for it.
It doesn't matter if they buy me for, I don't know, £38 million or £40m - I am not guaranteed to play the games.
Ninety percent of games lose money; 10 percent make a lot of money. And there's a consistency around the competitive advantages you create, so if you can actually learn how to do the art, the design, and the programming, you would be consistently very profitable.
The reason our games generate so much revenue is because we're stupid enough to charge $60 for a box or $50 for a download or something. You need used games because most people can't afford those prices.
Once we can do Pixar-quality graphics rendered in real time with interactivity, I could see games costing $200 million to make, and all of a sudden you have to sell a lot of games just to break even, so I'm a little worried someone's going to do that.
Adults spend $500 billion on games and leisure activity each year, and some adults lament that kids get $15 billion for toys.
People love to say we get paid a lot of money to play a game, but it stopped being a game when you start getting paid.
It's nice to have a game that sells a million copies.
There's a lot of businesses that are working hard, who are at the top of their games. Therefore, it's always going to be a market share fight.
I never worried about money, except that I knew that all I had to worry about was golf. As long as I could play, I was going to make money.
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