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Black Myth Wukong cost $43M to make (translation in reply)


Black Myth Wukong cost $43M to make (translation in reply)

30 Comments

  1. kimisawa1

    (From local tax bureau)

    We estimated that the total development cost of Black Myth: Wukong is more than 300 million RMB ($43M USD). In order to help the company enjoy tax incentives in a timely and correct manner, the Hangzhou tax department has established a long-term communication mechanism with the company to provide us with accurate guidance on the declaration of high-tech enterprises and the standardization of research and development expenses. The financial manager of Hangzhou Game Science Interactive Technology Co., Ltd., the game developer, said,

    In 2023, Game Science will enjoy an additional deduction of more than 28 million RMB ($4M USD) for R&D expenses.

  2. ShadowConsular

    Always was baffled by people saying how “it’s mostly Chinese players” that bought the game. Like Chinese customers and sales are somehow less worthy. Talk about dog whistles.

  3. Wukong 45M x Skull and Bones 800M…. no way…

  4. BitingArtist

    An honest game succeeding with no hidden stores or bullshit scams, this is worth celebrating. Every Wukong that succeeds, and every Suicide Squad that fails, warns shareholders not to be stupid.

  5. Kaquillar

    It can’t be true, the AAAA games can’t cost less than 100-150m, Ubisoft and other studios are experienced veterans, they can’t be wrong!

  6. You can save a lot of money when your employees pay is almost none existent.

  7. According to some guy who contacted chinese IRS? That’s a promising source.

  8. There definetly is “recipe” for developing AAA scoped titles within proper timeframe and without insanely bloated budgets. GameScience only has 140 employees and developing AAA ARPG with quality like that is hard task but they did it.

    In west theres Sucker Punch a studio that developed beautiful AAA new IP Ghost of Tsushima using amazing proprietary tech and that project had 60 million budget including marketing. They also are relatively small in comparison to other AAA studios since they had 150 employees during Ghost of Tsushimas release and restrain from overreliance on outsourcing.

  9. Nainetsu

    $43M for a fun AAA game vs. $800M for Ubislop trash.

    You choose.

  10. VeryNiceBalance_LOL

    If China stopped releasing nothing but oversexualized dogshit titles that focus on nothing else but tits and mtx, there’s a massive potential for them to become more profitable and have a better reputation than the West.

  11. reks1095

    Average 400M Concord fan vs Gigachad 43M BMW enjoyer

  12. fatso486

    I’m really surprised that a new developer can secure such a large budget. It seems like a high-risk investment, even though they made 20 times the initial investment, especially for a debut project. Does anyone have insights on how they pulled it off? While the $43M figure might be in line with or even below the industry standard for a AAA project of this size, I honestly expected it to be much lower, particularly coming from China.

  13. Nightrunner2016

    Revenue is at over $850mil so the return on investment there is astronomical! Studios need to take note.

  14. pickrunner18

    What’s with cost obsession? Been seeing it all the time lately across all forms of entertainment. Why is this something anyone cares about?

  15. mrwobblez

    To be fair, I’m guessing they pay their devs like crap and make them work 6 days a week…

  16. Aggravating-Bus3326

    that’s why it doesn’t compare to the AAAA Skull and bones

  17. HumphreyLee

    Company that pays its programmers half of the wage they would make in most of the rest of the world makes a game cheaper than it would cost in most of the world. Cool. I’m not deriding it toward the point that some people are making that you do not need bloated budgets to make a quality game – I am not even sure why that even needs saying, we get tons of great games for lower budgets each year, even from AAA studios like with Astro Bot – but some people seem to be using this as a “gotcha” in sort of “games NEVER need to cost money” deal when I guess that’s true if you always want your product to be made by underpaid foreign labor.

  18. Possiblythroaway

    oh wow its almost like its been blatantly obvious for a decade that the ”games are too expensive to make” is nothing but garbage and the bloated budgets are actually just mismanaged funds

  19. According-Yoghurt548

    When workers hired due to their skills not diversity

  20. r/gaming suddenly realizing games don’t cost much to make and it’s just a bogus argument publishers have been using for years to raise prices

  21. Godzilla Minus One (15 million) cost less than a single episode of She Hulk (25 million).

  22. KF-Sigurd

    They had a very focused vision for the game (no open world, no live service, development started and finished with no major delays) it makes sense it didn’t cost hundreds of millions like the latest western live service flop (Suicide Squad, Skull and Bones, and now Concord).

    A similarly sized and focused game Stellar Blade also cost around $30-50 million to make.

  23. Major_Stranger

    What’s the average salary of a Wukong programmer, artist, or QA tester? I don’t know where their studio is in China, but if your studio is in California, Vancouver, or anywhere where the cost of living is high, i’d expect the wage to be equally high.

  24. JoBro_Summer-of-99

    If it’s a Chinese company I imagine they achieved this via unethical means. Is this really a win?

  25. grimmjow-sms

    They saved 7md by not hiring the usual suspects.

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