Earlier quoted context omitted.
I hear that metric a lot - dollars per entertainment-hour. It's an interesting metric - but it's also important to remember the 1.5 hour Marvel film almost certainly took more human hours in the input side than virtually any video game. At least, my 10k hours in StarCraft took far far far fewer human hours to produce than my 1.5 hours watching the Avengers. Sort of a "labor theory of value" for entertainment pricing,…
I would really like to see that comparison, i.e. the ‘human hours’ required, for a AAA game by a largish developer vs. the average Marvel film. I may try to do some rough numbers later because that just seems like an interesting thing to know. Also, how far down the stack do you go for each. Both rely on tools to make the production happen. Do you count hours to make the digital editing software and fx programs for f…
I doubt they count hours towards tools etc developed as they probably paid money for those. So, different bucket I guess, and still important for the overall cost.