Scott Miller Discusses Value of Original IP - interview
(hx) 12:24 AM CEST - May,14 2006
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new interview with 3D Realms' Scott Miller is up at GameDaily. The interview
is quite entertaining - Scott Miller says he believes that Duke Nukem Forever
will be so popular that it will make back the $7.5 million they've spent making
it in the first day or two of sales. Here's a taster:
THR: But you are the best company to talk about hurdles.
Miller: "Prey" actually took about 4-1/2 years. The first year went down
the drain because we licensed the Doom 3 engine a year too early. When we
licensed it from Id, they said it would be completed in about six to eight
months, but it wasn't done for another 18. So, in actuality, "Prey" was a
3-1/2-year project if you toss out that first year, which certainly deserves to
be tossed out.
THR: That's still a long time to develop one game.
Miller: You said it. But when you're doing a new franchise ... I mean,
our whole philosophy is that we really don't care how long it takes to make that
first game or how much money we have to put into it. Because we feel we're
making more than just a game. Hopefully, it will be a franchise which is going
to have a lot of value. It's like when we made "Max Payne." The game itself cost
$4 million and 4-1/2 years to build. We said, okay, we might only make $8
million in sales, but think about what the franchise will be worth. As it turned
out, the game made $20 million in royalties ... and we later sold the franchise
for almost $50 million.
THR: You must have done even better with your "Duke Nukem" franchise.
Miller: Oh, absolutely. Back in 1996, it took us two years and $350,000
to build the first "Duke" game. Of course, things were a lot different back
then. And we've recently been offered $80 million for the franchise.
THR: What about the latest "Duke" game ... the one that seems to be taking
forever to build?
Miller: We've put about $7.5 million into that and we've been working on
it since late 1998. So it really hasn't been that much of an investment. And
once it comes out, if it's as successful as we think it'll be, we'll make that
money back in the first day or two of sales.
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