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How much it cost to develop a game similar like Clash of Clan, Friendly fire?

Started by Ah Jim Gor Dec 3, 2013 at 7:36 AM 13 replies 35.6k views
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Ah Jim Gor
Ah Jim Gor

As per title, may i know how much it cost to develop a game similar like Clash of Clan, Friendly fire?

Actually i have an game idea in my mind, first inspire by Friendly Fire and followed by Clash of Clan. I know it's quite impossible to do it my self, but to satisfy my curiosity, i would like to know how much it cost to develop this kind of game, from head to toe. And it should be compatible with android, ios and also can play on web.

RH101
RH101

How many developers do you have in mind?

How many artists?

How many game designers?

What is your time-frame?

... and many other questions to be answered before anyone can give you an answer to "How much does it cost to make XYZ?".

I'm not trying to mock you here, I'm just pointing out that your initial question is extremely difficult to answer without more information. If you're lucky then the developers of Clash of Clans or Friendly Fire can get on here and give you a value, but that would still be completely meaningless without a breakdown of resources/time etc.

JTippetts
JTippetts
" Clash of Clans and Hay Day were created by teams of only half a dozen developers each."
"Supercell started developing games for mobile devices in 2011"

So, estimate the salaries you would pay for half a dozen developer (make them generous, to attract the good ones) and multiply by about 2 years. Double that at least, because running a business has other costs besides just salaries, including taxes and the employment of the "overhead" positions that aren't active developers. Add in the costs of infrastructure (servers to run the game, development rigs for the programmers, tablets and software for the artists, licensing for any used technologies and software, etc...) and there you go; a pretty decent estimate for how much it cost to develop Clash of Clans.
Tom Sloper
Tom Sloper

Jim, I moved your post to the Business forum, where many "cost" questions have been answered.

For a game that works on Android, iOS, and the Web I'd say $1M (one million) at a minimum. Probably no more than $2M. It could be done for under a million depending on how one wants to go about it (and where one finds one's dev team).

For a full understanding of how much games cost to make, read http://sloperama.com/advice/finances.htm

-- Tom Sloper    --      sloperama.com
Ah Jim Gor
Ah Jim Gor

Ah... sound like i got to be a multimillionaire in order to publish my desire game.

stupid_programmer
stupid_programmer

Ah... sound like i got to be a multimillionaire in order to publish my desire game.

Or you just need a good business plan to get investors to foot the bill.

I might say that it could be done for quite a bit less then $1m. I was the tech lead on a top 10 iOS game for my company and there is no way it cost $1m to make. Probably in the range of $300-$350k. Granted the art in Clash of Clans is better then ours which is going to help drive up the price a fair amount.

Ah Jim Gor
Ah Jim Gor

Ah... sound like i got to be a multimillionaire in order to publish my desire game.

Or you just need a good business plan to get investors to foot the bill.

I might say that it could be done for quite a bit less then $1m. I was the tech lead on a top 10 iOS game for my company and there is no way it cost $1m to make. Probably in the range of $300-$350k. Granted the art in Clash of Clans is better then ours which is going to help drive up the price a fair amount.

I got zero knowledge about programming, illustration. Like many other gamer, we always have some idea which inspired on abc game and hoping some one will invest their money and whoala, this game get famous.

But the fact is, no one will invest on you, like tom said in his web, most of the publisher or developer already have their very own idea or plan. So in order to hope and wait some one will invest their money in, i prefer to find some way out to earn that particular amount. But if there is any investor are willing to invest their money on gamer idea, i will definitely give it a shot.

vreality
vreality
I got zero knowledge about programming, illustration. Like many other gamer, we always have some idea which inspired on abc game and hoping some one will invest their money and whoala, this game get famous.

(Not having looked at the target game, but just speaking of game development in general...)

Most people also have no experience in game, UI, or sound design, music, game production, tech or art direction, IT, QA, HR management, etc. Good personnel to fill these needs (and several more, for higher-end titles) should be added to the budget just to facilitate development.

If we hope to do anything more than simply get something made, we'll also need to cover market research, PR, advertizing, distribution, business law, etc.

A handful of acquaintances making something on the side for fun is one thing. But when we turn it into a commercial project in which we hope to pay expenses, and maybe even profit, we have to somehow account for at least all of the above. These are some of the reasons it's tough to arrive at an actual budget.

It's probably much, much cheaper for an established group whose just succeeded on all fronts with a similar title, to make a given game than it would be for a business speculator to put together the same project from scratch to get the same result. Figures based on the former are likely to woefully underestimate the latter, in both time and expense.

This is one of the reasons it's tough to get savvy investors interested.

ambershee
ambershee

I disagree with all of the above estimates - largely because they haven't taken into account the real cost of maintaining the kind of server infrastructure required to run a free to play game like Clash of Clans effectively. Non-free to play games, or ones with just in app purchases may not incur the same kind of overheads, so can be cheaper.

One quote I've been given is that it can cost $1 per player, per day to run your server infrastructure, tracking your player's habits and building up a database of their behaviour. I'm inclined to believe that it can be done more cheaply, but I don't think this number is unreasonable. If you have ~200k players, your monthly bill is going to start running well into the millions. You'll need the cash at bank to run your game for at least a few months after launch or you'll fail to get out of the gate.

If you're expecting said 200k players, you'll need a cool $16.8 million just to run your infrastructure for the initial three months.

In order to be successful, you'll need to hire people to analyse the data you're gathering, so you'll want a statistician (data analyst) and a player psychologist at the minimum - both of these are expensive people to have. Building and maintaining the software for your infrastructure will require someone with extensive networking, security and database experience, the kind of people you'll be competing against banks and other high paying industries to retain.

You'll of course also need developers and administrative support to handle the actual game development, as others have mentioned above.

Realistically, I would estimate your initial investment prior to shipping your game will probably in the order of $20-25 million.

Tom Sloper
Tom Sloper




I might say that it could be done for quite a bit less then $1m. I was the tech lead on a top 10 iOS game for my company and there is no way it cost $1m to make. Probably in the range of $300-$350k. Granted the art in Clash of Clans is better then ours which is going to help drive up the price a fair amount.

Sure. But the OP wants his game to run on 3 platforms. I took the Web version to be the most expensive, and the two mobile SKUs to be ports. And on top of that I factored in the inexperience of the OP, which is bound to run up the costs while he learns by making mistakes and running up cost overruns.

-- Tom Sloper    --      sloperama.com
Ah Jim Gor
Ah Jim Gor

I disagree with all of the above estimates - largely because they haven't taken into account the real cost of maintaining the kind of server infrastructure required to run a free to play game like Clash of Clans effectively. Non-free to play games, or ones with just in app purchases may not incur the same kind of overheads, so can be cheaper.

One quote I've been given is that it can cost $1 per player, per day to run your server infrastructure, tracking your player's habits and building up a database of their behaviour. I'm inclined to believe that it can be done more cheaply, but I don't think this number is unreasonable. If you have ~200k players, your monthly bill is going to start running well into the millions. You'll need the cash at bank to run your game for at least a few months after launch or you'll fail to get out of the gate.

If you're expecting said 200k players, you'll need a cool $16.8 million just to run your infrastructure for the initial three months.

In order to be successful, you'll need to hire people to analyse the data you're gathering, so you'll want a statistician (data analyst) and a player psychologist at the minimum - both of these are expensive people to have. Building and maintaining the software for your infrastructure will require someone with extensive networking, security and database experience, the kind of people you'll be competing against banks and other high paying industries to retain.

You'll of course also need developers and administrative support to handle the actual game development, as others have mentioned above.

Realistically, I would estimate your initial investment prior to shipping your game will probably in the order of $20-25 million.

You mean a new brand new company need 20-25 million initial investment to develop and publish a game? For real? Tons of game company out there and i don't really believe all of these company have such capital to run their game.

Tom Sloper
Tom Sloper

You mean a new brand new company need 20-25 million initial investment to develop and publish a game?


I can't speak for ambershee. A triple-A game does cost that much to make. To make a game for the web and two mobile platforms won't cost that much to get to launch. However, the platforms you're talking about demand continued support post-launch. Easily 75% of the effort is spent after launch. These games have to be supported with new content and updates with lots of communication with the user community, if you want the game to continue earning money for your business. And after your first game has become a success, you have to continue supporting it while you start working on a second one (necessitating expansion of the business). So it's probable that my $1-2M was lowballing, but I think it would take quite some time to get up to the tens of millions, working on one game for web and mobile.
-- Tom Sloper    --      sloperama.com
Ah Jim Gor
Ah Jim Gor

You mean a new brand new company need 20-25 million initial investment to develop and publish a game?


I can't speak for ambershee. A triple-A game does cost that much to make. To make a game for the web and two mobile platforms won't cost that much to get to launch. However, the platforms you're talking about demand continued support post-launch. Easily 75% of the effort is spent after launch. These games have to be supported with new content and updates with lots of communication with the user community, if you want the game to continue earning money for your business. And after your first game has become a success, you have to continue supporting it while you start working on a second one (necessitating expansion of the business). So it's probable that my $1-2M was lowballing, but I think it would take quite some time to get up to the tens of millions, working on one game for web and mobile.

Agree with above but with condition this is a popular and good selling game, i believe developer or publisher wont spend much effort on low profitable game. Customer service, event and update are important for online game.

ambershee
ambershee

Tom is correct that generally speaking, a mobile game will not cost that much to initially develop - a healthy feature set with a good amount of polish will probably only run to around $1-2 million and can certainly be done for much less if you're clever about it. If you intend to build a game and throw it onto the market as a premium title, or a title that relies on a simple set of IAPs with limited post release support (i.e no content updates or additions, no customer analysis and adjustment), then your budget will probably not run significantly higher than this figure.

The question though, was a game like Clash of Clans - this falls into a slightly different tier, as they have more post release support and continually iterate on the product. The success of a free-to-play game like this relies on the ability to gauge how players are interacting with the game and in particular the monetisation system. This is complicated stuff and can be quite unpredictable - as a result you want three things:

1) An extensive database encompassing and continuously tracking significant player behaviours within your game environment and your monetary environment.

2) Specialist people who can analyse this database and understand why people are doing things and how to adapt the game so you continue to get the most out of it. The relationship between players and an IAP based system is not as easy to understand as you might think!

3) The ability to apply updates and adapt the title as player behaviour adapts.

This is the most expensive part of the project - we'll go back to the figure of $1 per player per day for your infrastructure. This adds up very quickly, and when you first launch, it will be enormously difficult to anticipate just how many players you need to be able to scale to support. If you don't offer enough, your game will have serious issues that prevent people from paying, and this will cost you money (and possibly your game), but if you offer too much, you're wasting money on infrastructure you're not using.

Clash of Clans is a big title, so I assumed anticipating a big audience - 200k players for the first three months of running the project could cost $16.8 million - 3/4 or more the development cost of the game itself.

If you are only expecting 5,000 - 10,000 players (a more realistic figure for an unknown indie developer) you can get away with much less, about $0.5 million to $1 million. If the game suddenly takes off however, you will need to have the money in the bank to expand your back-end infrastructure to cope with the demand, and this will have to happen before you can get the return from those players.

Hope that helps you understand my lines of thinking when addressing the question!

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