Normally the distribution company give the developer money for the game. The distributer will also pay the marketing costs and have the distribution network—and take the main risk.
Nichola wrote:
More. Based on conversations with industry professionals, I think $1 million (US) is pretty much a dead minimum for a professional organization working on a new game. More complex games cost more, sometimes a lot more, though I think more than $10 million or so is a rarity.
Of course the development costs are highly depending of the product. But for example a actual fantasy advanture (offline) produced by a developer with a stuff of 10-20 persons with a adapted licensed graphic engine cost about ca. 3-4 Million Euros (+ Marketing). European Examples are Drakensang or Gothic4/Arcania.
Actual big productions like new ego shooter (new graphic engine) and MMOGs starts at 10 million up to a multiple of this sum.
On the other side there are actual possible to produce much cheaper by using a more easy graphic engine and concept. But it depends as well on the design and storyteller team available. And it helps a lot when there is a project manager with some experience.
Its depend on a large numbers of factors, but I believe it should be possible to produce something in the complexly of Fantasy Grounds well bellow 500K with a careful planning.
Other examples
http://www.rainslick.com and
http://www.spiderwebsoftware.com. Ufo Alien Invasion get even developed as a opensource fan project (
http://ufoai.sourceforge.net/).