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	<title>Premades and Precepts &#187; development</title>
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	<description>sims 3 musings and occassional tirades. breaking down the simulated façade.</description>
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		<title>A factoid</title>
		<link>http://channtastic.com/2009/08/29/a-factoid/</link>
		<comments>http://channtastic.com/2009/08/29/a-factoid/#comments</comments>
		<pubDate>Sat, 29 Aug 2009 04:05:26 +0000</pubDate>
		<dc:creator>chann</dc:creator>
				<category><![CDATA[EA: Charge for Everything]]></category>
		<category><![CDATA[Outside the Box]]></category>
		<category><![CDATA[advertising]]></category>
		<category><![CDATA[budgets]]></category>
		<category><![CDATA[development]]></category>
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		<guid isPermaLink="false">http://channtastic.com/chann/2009/08/29/a-factoid/</guid>
		<description><![CDATA[EA now typically spends two or three times as much on marketing and advertising as it does on developing a game. That’s because advertising is critical to getting a game in the top ten rankings. If you have a $10 million game, don’t be surprised if the the TV advertising costs drive the ad budget [...]]]></description>
			<content:encoded><![CDATA[<blockquote><p><em><strong>EA now typically spends two or three times as much on marketing and advertising as it does on developing a game. </strong>That’s because advertising is critical to getting a game in the top ten rankings. If you have a $10 million game, don’t be surprised if the the TV advertising costs drive the ad budget to $30 million. If a $60 game yields revenue of $35 for EA, then (according to my math) the company has to sell 1.1 million copies just to break even.</em></p>
</blockquote>
<p>I’d sure like to know how much it cost to develop <em>The Sims 3, </em>and exactly how much of that budget was spent on flashy billboards and product placements.</p>
<p>(<a href="http://games.venturebeat.com/2009/08/26/eas-chief-creative-officer-describes-game-industrys-re-engineering/">Source</a>)</p>
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