"The early days were… you could experiment and you could play around, but basically it meant that you wouldn't eat because you didn't have any money. [laughs] You could choose from lots to do, you just wouldn't eat. [Today] I think there are different pressures, but still, the same thing came through is that -- oh my god, we have to finish this game. And the same applies today. Now, today, sometimes I'm in the office and I look around and think 'Jesus, we're spending so much f---ing money.' Millions and millions of dollars. Sometimes I can start saying 'my god, I can't believe this is costing this much.'"

-- "Fable II" creator Peter Molyneux on committing yourself to spending three, four or five years on developing a single next-generation game

Just as "Rock Band 2" launches, we're reminded of the "Guitar Hero" juggernaut.

Activision CEO Bobby Kotick said at the company's analyst day today that "Guitar Hero: Aerosmith" has generated more money for the band than any of their albums.

"[Their] version of 'Guitar Hero' generated far more in revenues than any Aerosmith album ever has," said Kotick. "Merchandising, concert sales, their ability to sign a new contract [have] all been unbelievably influenced by their participation in 'Guitar Hero.'"

An Aerosmith rep was not able to confirm Kotick's statement by press time.

Looks like Metallica should be pretty excited for their "Guitar Hero" title.

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Microsoft has slashed prices on every Xbox 360 model, but if you want to engage in some local multiplayer action, that's still going to cost you $50 a pop.

The 360 controllers aren't dropping in price. Controllers seldom do.

Nintendo and Sony are guilty of the same practices. The PS3 controller has actually increased in price $5 since launch, due to the addition of rumble. Buying a Wiimote and nunchuck together still costs $60.

I asked Microsoft's Xbox product marketing director, Aaron Greenberg, if there's a price drop in the future for an Xbox 360's basic necessity, the controller. "We haven't done that," he admitted in a telephone interview yesterday. "I hear you on that point. Part of it is the nature of the business."

Greenberg sympathizes, but doesn't provide much hope.

"I mean, I feel the same pain as a gamer and as a consumer that breaks out my wallet to buy a lot of the same stuff," he said. "In general, it's a business where people lose money on the system and they make it up on the software and the accessories. That's what balances out for systems to be offered at such a great value for what you get. It is a bit of a trade off, but I hear you."

Readers, it doesn't look like the entry fee for local multiplayer is changing anytime soon. Do you think Greenberg's reasoning is a worthy trade-off? Is it time for controllers to start dropping in price?

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Microsoft Price Drops Xbox 360, Hopes To Court Wii And PS2 Owners

In one form, the Xbox 360 is now cheaper than the Wii. Microsoft announced price reductions today for all three Xbox 360 models, and brought the Arcade box to $199.

Microsoft is the first company to have hardware cheaper than Nintendo. The company's director of product marketing, Aaron Greenberg, told me he's happy with that positioning.

"Our position here is that we're complimentary to the Wii," he said in an interview this afternoon. "Our strategy all along has been to secure the core in our first couple of years, and I think we're done a great job doing that. We've always planned to broaden the reach to the masses, and we knew that having the games library, having the price point to do that is very important."

Greenberg isn't just keeping his eye on the Wii. He's also after the 100 million people who purchased a PlayStation 2, many of whom have yet to be converted.

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'Galaga Legions' - Not Bought Because Of Lack Of PointsLongtime readers of the MTV Multiplayer blog will recall that way back in May of 2008 I reported the request of one average citizen who got the chance to ask Microsoft's former head of first party game development, Shane Kim, for any change in the Xbox 360 strategy.

The guy didn't request a new "Crimson Skies." He didn't demand a "Halo" jet-ski game. He asked Kim to ditch the Microsoft points system are to start selling Xbox marketplace content in denominations of real currency.

Kim didn't seem moved by the request and Microsoft has shown no signs of changing. Microsoft sells millions of pieces of content over Xbox Live. I'm sure company executives believe the system works. I'm also sure people who don't have credit cards like it quite a lot.

But from my perspective, from a reporter who gets most of his disc games for free but pays for most of his downloadable games, I find that MS points limit the number if impulse purchases I make.

I am quicker to purchase a downloadable game through the PlayStation 3 than I am the Xbox 360. The reason is that, when I'm short on funds in my PSN account, I make a purchase anyway. They system warns that it will draw the balance from my credit card, shows me the cost in dollars and cents, and let's me approve and get my stuff. When I'm low on MS points -- I'm down to a fairly useless 150 today -- I find myself hesitant to take the extra step Microsoft requires. To get, say, this morning's XBLA release, "Galaga Legions," I would need to digitally download a block of points from which I could then extract the needed amount to purchase a game. The system is both less streamlined and just a shade enough more obscure that it diminishes my impulse to make a quick purchase.

Could I be alone in this? I wonder how the money systems for purchasing content on the PS3, 360 and Wii affect the digital shopping habits of other gamers.

Next: I've got another tower defense game to play on the DS...

moneyLow-scoring game reviews sometimes cost game makers money. Directly.

This happens because of a common -- but not widespread -- industry practice I heard about several times while reporting on the topic of game reviews for the past month.

Here's the way it works: a game publisher agrees to finance the work of a development studio and includes a stipulation that certain bonuses or royalties won't be delivered unless the game achieves a certain Metacritic score. If you're that developer and you agree to that deal, you better hope reviewers give you a fair shake, no?

One developer, who asked not to be named told me about an instance in which their company didn't receive royalties for a game that sold more than a million copies. The reason was because -- as had been stipulated in a contract with the publisher -- the Metacritic score for the game was too low.

Does a developer with a million-seller deserve royalties? I asked some other game creators and reviewers about this practice.

Image: Joe Raedle/Getty Images

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Are you a full-time college or university student who wants to have a career in video games?

Then take heed: the Academy of Interactive Arts & Sciences (AIAS) is extending the deadline for the Dr. Randy Pausch Scholarship Fund.

Aspiring game designers, developers and producers are encouraged to apply for a $2,500 scholarship to help pave their way into the video games industry. If you are currently enrolled in a games-related program at an accredited college or university, you are eligible.

Applications for the 2008-2009 academic year are being accepted now through June 30. Four recipients will be announced in July 2008.

For more detailed information on how to apply, head over to the official website at www.interactive.org.

gdr.jpgEver wanted to work in the video games industry, but didn't know if you could handle it? Imagine if "playing games" could really pay your bills.

In a study released by Game Developer Magazine the average salaries across more than 4,800 professionals in the games industry for 2007 was $73,600, up $284 dollars from the year before. Business and marketing make the most at an average of $101,848, followed by programmers at $83,383 and production at $78,716.

Hit the jump for additional tidbits regarding education, gender, and experience.

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