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I got so excited.
Justin
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In reality though it probably takes a good 2 cycle years to complete a quality game so we would never see Supercross 2013. Possibly 2014ish.
We can only hope and try.
If made in house -
Someone has to do the initial pitch = a month or so
If next stage approved, they have to do all kinds of paperwork, P&L (profit / loss), projected budget, dates, etc. 2-3 months
If actually greenlit, they need to go on a massive hiring spree (top talent is minimum of 6 months per hire) - so 1 year to get a small launch team in place.
Dev space - They can't just magically make desks appear, need to find location. 6 - 12 months for locating and approving space
Business logistics - (HR, Management team, etc) 6 - 12 months
I'd say 1 year to ramp in a kick off team and thats being very aggressive.
Next comes technology. 2 years and that is cooking
Licensing - 1 year and that is tight as they would be forging new relationships unless they found someone to bridge the gaps.
So I'd say if EA went full bore and said we have to have this (meaning they see min 2-3 million copies out of the gate) and with rumors of new consoles around the corner, they'd be pushing to have a launch for SX season of 2015 more likely 2016.
Want it quicker? Than they would need to find a studio that has something great, take them over, clean it up and publish it. That might get them out by 2014. Again would have to be swift.
EA Sports does all traditional sports by the way. All their motorized games and racers come out of Vancouver Canada for the most part for those that don't know.
( I guess I should state that this is just personal opinion based on my experience and I don't have a clue on EA's workings nor am I making any true claims about their capabilities.)
But first things first. and that means showing that there is a market for this and in that regard the fb comments and twitter comments certainly can't hurt. If EA (or anyone else) decides to do a SX game then more than likely it has been in their minds for a while and has little to do with petitions or fb pages. However, it can't hurt. Not at all. And if they are on the edge it may just be the push needed.
However, if we, me, Triton, MX45, heck anyone could contact THQ and see if they might would sell the Reflex/Alive code (since they obviously have no plans for it) that would certainly speed things up. (Or I would think it would. Triton, again, is the person to ask.) But again, I am pretty clueless about all this. In this regard we are best to put our faith in Triton and MX45 for how all this works. They are the developers. They are the gaming gurus. And they are people we can trust. =)
Ive done the math, profit will be made. I was 'in talks' (I use that term lightly) with some pretty good guys about doing a game. I know little about developing games, I was more or less going to help as much as I could and I wanted to add insight with what I wanted. THe only reason I did not do it is because I didnt want a multi-million dollar monkey on my back in case things fell through with a publisher. THat and I dont have multi-millions I would need an investor.
Of course, I wanted a big time publisher as well and I have heard horror stories of working with them, you would almost need a small publisher or have a really good connection with a publisher and since i have no connections in the video game world I chose not to pursue the project.
I was interested in using the Cry engine and I had roughly 4-6 mill estimate in paying employees (3 yr period). Of course game engine would cost several mill on top of that.
They have the talent, there is no denying that but they also have the smarts to know what is realistic in returns.
Big publishers can be great, (I love my current one), and some can be terrible (previous one - well that's not fair, it was really 2 key execs that crashed the party).
Cry engine will get you on the screen, you need game logic, UI, networking, audio, you still need physics, their simulation of collision and reactionary objects is pretty good. Don't get sold be their tech demos on physics. Their main purpose was to get a main character on a boat or a jeep through the jungle. Not run simulated motors and suspension at 60hz+ with min of 12 guys.
4-6 mill you could swing if you stayed lean but then again, most AAA Marketing budgets come in well above 5-10 mill.
http://www.supercrossonline.com/News/Headlines/2012/03/06/2/
Pit Row
Just go try to ride as often as you can, that's as close as you'll get to a(n) SX video game lol
To bad 989 studios never followed up
I wonder if I can get that on the PS market place
Justin
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