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Those games tanked in three specific ways. First they did not match expectations, or generate the substantial attach rates that were expected of them. They did not generate a noticeable increase in hardware sales. They are not going to generate profits for the developers. Those are not horrific numbers in the general sense. However they needed to be much higher to be considered commercial successes.

Unfortunately for those games mentioned they exist on a platform that by its very nature required them to be substantially more successful to avoid being flops. First the industry and the fans had perhaps unrealistic expectations of these titles. Second they had no relevant effect on the market. Finally due to the nature of the console development costs are exceedingly high. The break even point for AAA games has been sighted as being upwards of six hundred thousand units.

I am not sure if it is fair, but that is what the situation is. When a game loses a developer money, and generates no secondary benefits. Then that title is a flop. Unfortunately were these games developed for the Wii, or perhaps the 360 they could be considered successes. Then again if they were on either of these consoles they would not be the games they are. They would be fundamentally different.

Well anyway it is fair to consider them flops on the first two criteria, but perhaps if they have significant legs, and can sell over the long term without special sales. Then they could eventually become commercial successes. Perhaps not massive ones, but there might be a little room for profit in the end game. However I am sure the developers would have preferred to be looking at profit now rather then a year from now.