By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sales Discussion - Is Epic Mickey a lesson to third parties?

noname2200 said:
oniyide said:

@noname  Mario Kart is not an arcade racer, its a kart game, even so thats still just one game, what about the others, why does Wii owners not buy those? (they probably suck)

I'm not sure you're using the same definiton of "arcade racer" as the rest of us.  As far as I know, you're the only person who puts them in a separate category because they're riding go-karts instead of regular cars, hovercraft, or some other racing contraption. 

As for other racing games, arcade or simluation, there have been a grand total of five others on the system, three of which I've never heard of.  And one of those five is the NASCAR racing game, which is the sixth best-selling NASCAR game of all time on any console.


 I don't really think the Split Second guys would have been looking at Mario Kart sales when deciding what potential their product had on the Wii. No, I don't like just 'writing off' Mario Kart sales, but Split Second was clearly aimed more at the racing fans who buy Need for Speed, Midnight Club, Grid etc. It was never going for the all around family appeal that Mario Kart has (Only 2 player, for starts) and while their jaws may have dropped at the big 26M next to Mario Kart Wii, I'm sure the sales of Need for Speed, Dirt 2, MX vs ATV, racing games with more in common to Split Second, were a bit more sobering. 



Around the Network

@noname  ive always separted racers, between sim (gran turismo) arcade (burnout,NFS) kart(mario kart, modnation)  your kart racers usually have powerups and what not so it changes the gameplay vastly than your average NFS game which is just driving around the track. But what the hell. as for Nascar thats interesting ill check on that

On topic I would welcome a Epic Donald thats my fav classic Disney character despite that he was useless in Kingdom Hearts 1



The lesson is that if you're going to do a big 3rd party game on the Wii, make it Just Dance 3.  : P

Seriously, though, Mickey is in like the top 3 most recognizable characters in all of entertainment.  They did some things right, but that sure is a nice ace to have in your hand.



Degausser said:
RolStoppable said:
Degausser said:

 I know what you're saying, but this isn't a one off in Disney's case and so I'm leading myself to believe that there must be more of a reason that these games hit the PSP and not Wii. You said it yourself, publishers happily ported some PS2 / PSP games, so why not these ones? There must be more of a reason then simply because they hate the Wii or something - and I'm trying to reason that. 

 From what I've seen, with alot of the titles on every platform like movie tie ins, the Wii / PS2 / PSP version is often develoepd by an entirely different studio to the PS3 / 360 / PC. Thus my logic is whereas a small team of people at Blackrock can get a PSP version up and running on minimal budget - to make an SD version which runs on the console would require more people, more money and as shown in other instances may require the hiring of another studio altogether. 

 So my guess is whereas 'downscaling' from PS2 / Wii to PSP is cheap and easy, maybe going the other way isn't? I don't really know enough about game technology to say so can anyone with a better knowledge help? I'm going off what I read and see, and while lots of Wii / PS2 games appear on PSP, I can't think of many previous PSP exclusives going in the opposite direction - aside from a few Sony games which were likely developed with the plan for porting all along.

 Publisher like money, and if putting these PSP games on the Wii was as easy as you let on, then they'd port them just like they did with the various PS2 ports at launch and whatever else.

Downscaling requires additional work (for example: drawing textures new, decreasing polygon counts of character models and objects to keep the framerate at an acceptable level) while putting the same exact game on a more powerful platform does not. Of course there is the option to improve textures and models when porting to a more powerful system, but it's no requirement to make the game work in the first place.

Publishers like money, but that doesn't mean they can't make decisions that leave money on the table and PSP versions of HD games that see no Wii ports are simply mindboggling, because the usual excuse for "HD multiplatform, but not Wii" has been that creating SD assets would require too much additional work. The other prominent excuse was "third party games don't sell well on the Wii", but that would apply even moreso for the PSP. That's why it's hard to see any business sense involved in these PSP games, unless the plan of third parties is to deliberately lock out the Wii and propel up other platforms that they rather want to see the market ruling.

All the publishers have ported lots of games to the Wii already, so why not these ones? There has to be a reason other then an attempt to 'lock out' the Wii as well, they've all ported games to the thing before, not every publisher would do it and they all make exclusives for the console. 

 I don't think either of us know enough about game developement to really say what can and cant be done easily - however all articles I've found regarding this of thing point towards my idea that doing a PSP game alone is simply cheaper and faster. The two linked below both have PSP developement cited as much cheaper then Wii developement, which could easily explain why these games (Which would off of sales date both be poised to sell roughly the same on Wii and PSP) are only financially viable on the cheaper costing PSP.

http://www.develop-online.net/news/36428/3DS-dev-costs-mirror-Wii-equivalent

http://www.watchmojo.com/blog/video_games/2010/11/22/3ds-game-development-cost-comparable-with-wii/

 It also destroys this idea that a PSP game simply be ported to the Wii for no cost, as well otherwise the Wii dev costs would be equal to that of the PSP as people would just make a Wii game for the PSP and then port it :P.

 The only example i can remember of a PSP game being ported to the Wii was that MEdal of Honour: Heroes 2 game. It had an extra game mode or something, but the port still took EA 4 months from announcement to come out, hardly an insignificient investment of time and money.

We're confusing port and multiplat here. What we're saying is that it would have been more insignificant to develop the PSP and Wii versions in tandem, much like PS360, which still wouldn't have been totally insignificant as far as cost goes, but wouldn't have been *extra* effort and would have netted at least comparable sales



Monster Hunter: pissing me off since 2010.

In the end it's a fairly average platformer with cumbersome controls.  If it didn't have Mickey all over it, I wonder how well it'd do.

My cousins actually bought the game for themselves for Christmas because they thought it was a Mickey game all about painting.  They were disappointed when they played it at my house Christmas day and realized it was a "gamer's game", as they called it (lol).  Of course, they're in their 30s.

The game does show, however, that you don't have to be Nintendo to do well on the Wii.  But it doesn't really do that any better than Just Dance or uDraw.



Around the Network
Mr Khan said:
Degausser said:
RolStoppable said:
Degausser said:

 I know what you're saying, but this isn't a one off in Disney's case and so I'm leading myself to believe that there must be more of a reason that these games hit the PSP and not Wii. You said it yourself, publishers happily ported some PS2 / PSP games, so why not these ones? There must be more of a reason then simply because they hate the Wii or something - and I'm trying to reason that. 

 From what I've seen, with alot of the titles on every platform like movie tie ins, the Wii / PS2 / PSP version is often develoepd by an entirely different studio to the PS3 / 360 / PC. Thus my logic is whereas a small team of people at Blackrock can get a PSP version up and running on minimal budget - to make an SD version which runs on the console would require more people, more money and as shown in other instances may require the hiring of another studio altogether. 

 So my guess is whereas 'downscaling' from PS2 / Wii to PSP is cheap and easy, maybe going the other way isn't? I don't really know enough about game technology to say so can anyone with a better knowledge help? I'm going off what I read and see, and while lots of Wii / PS2 games appear on PSP, I can't think of many previous PSP exclusives going in the opposite direction - aside from a few Sony games which were likely developed with the plan for porting all along.

 Publisher like money, and if putting these PSP games on the Wii was as easy as you let on, then they'd port them just like they did with the various PS2 ports at launch and whatever else.

Downscaling requires additional work (for example: drawing textures new, decreasing polygon counts of character models and objects to keep the framerate at an acceptable level) while putting the same exact game on a more powerful platform does not. Of course there is the option to improve textures and models when porting to a more powerful system, but it's no requirement to make the game work in the first place.

Publishers like money, but that doesn't mean they can't make decisions that leave money on the table and PSP versions of HD games that see no Wii ports are simply mindboggling, because the usual excuse for "HD multiplatform, but not Wii" has been that creating SD assets would require too much additional work. The other prominent excuse was "third party games don't sell well on the Wii", but that would apply even moreso for the PSP. That's why it's hard to see any business sense involved in these PSP games, unless the plan of third parties is to deliberately lock out the Wii and propel up other platforms that they rather want to see the market ruling.

All the publishers have ported lots of games to the Wii already, so why not these ones? There has to be a reason other then an attempt to 'lock out' the Wii as well, they've all ported games to the thing before, not every publisher would do it and they all make exclusives for the console. 

 I don't think either of us know enough about game developement to really say what can and cant be done easily - however all articles I've found regarding this of thing point towards my idea that doing a PSP game alone is simply cheaper and faster. The two linked below both have PSP developement cited as much cheaper then Wii developement, which could easily explain why these games (Which would off of sales date both be poised to sell roughly the same on Wii and PSP) are only financially viable on the cheaper costing PSP.

http://www.develop-online.net/news/36428/3DS-dev-costs-mirror-Wii-equivalent

http://www.watchmojo.com/blog/video_games/2010/11/22/3ds-game-development-cost-comparable-with-wii/

 It also destroys this idea that a PSP game simply be ported to the Wii for no cost, as well otherwise the Wii dev costs would be equal to that of the PSP as people would just make a Wii game for the PSP and then port it :P.

 The only example i can remember of a PSP game being ported to the Wii was that MEdal of Honour: Heroes 2 game. It had an extra game mode or something, but the port still took EA 4 months from announcement to come out, hardly an insignificient investment of time and money.

We're confusing port and multiplat here. What we're saying is that it would have been more insignificant to develop the PSP and Wii versions in tandem, much like PS360, which still wouldn't have been totally insignificant as far as cost goes, but wouldn't have been *extra* effort and would have netted at least comparable sales

 Well from what I've read and found, the simple fact is that whipping up a PSP game up will take a 6 digit figure, whereas a Wii game 7 figures. Doing both at once will reduce overall costs of doing them seperate, but you're still looking at a bigger investment then just doing one PSP game and the articles I linked to suggest you'd ultimately be spending over double the amount (~$500k for a PSP game, ~1.4m for a Wii game).

 I don't think any of us have any experience or actual knowledge in video game developement so we're simply left to go off what we can extract from articles. All my googling has shown that a) Making these PSP games also on Wii games can cost over double the budget without sure evidence of doubling the sales b) Game which are developed as a Wii / PS2 / PSP multiplat often have an entirely different studio work on them to their PS3/360 counterpart, so clearly it can't be as simple and cheap a process as you want to believe and c) All examples of PSP to Wii ports in the past have taken 4 months minimum to do since the game is announced so again not a quick, cheap, effortless process.

 The original debate all stemmed from why some PS3/360 see PSP ports, but no Wii ports. All evidence I've read clearly just points towards the fact that making a PSP game can be done on a shoestring budget, whereas if they want to do a Wii port as well the budget becomes financially unviable. I can't find anything to suggest that PSP to Wii porting is as cheap and effortless as Rolstoppable wants to beleive - and can only find evidence to the contrary, so I'm going to need to see a link or something.



OT: A lesson to other 3rd party developers? No, I'm afraid, but at this stage of the generation I don't care anymore.

Epic Mickey is a typical example of a lovingly designed 3rd party Wii game which is right up my alley. I'm just glad it exists and the icing on the cake is that - unlike others of my 3rd party favorites such as Little King's Story, Muramasa, Zack&Wiki and The Sky Crawlers - it also sells very well.



So does that mean that VGC undertracks Epic Mickey by 300k?



I think having Mickey in the title helped more than anything else.



Soriku said:
Zlejedi said:
Squilliam said:

Lesson 1: Use licensed I.P. Check! Notice how the game sold in the U.S.  compared to the E.U where Mickey is far more popular than in Europe?

Lesson 2: Good game design is paramount no matter what innovation you want to bring to the table.

Lesson 3: Legendary game designers can do well on any game system. Hire more of them. (If you can)

Lesson 4: A game worth buying is a game worth marketing.

Lesson 5: Wii titles do well if they have important keywords like 'Party, Dance, Epic, Wii, Mario' in them. Try to make up your title with as many as reasonably possible. In this case we have 'Epic' and 'Mickey', Mickey being almost as well known as Mario these days in the U.S. sure helps.

This

Another aproach that works is bringing back old games from previous Nintendo consoles


Why hello there, Mr. "Epic Micky will have sales in Okami/NMH range so maybe 500k."

Brrrrr...