Zucas said:
Yep think I tried to mention that somewhere in the post. As budgets get larget, quick success is what these publishers are looking for so advertising shock value is a good way to get a big opening week or openingmonth such as Prototype was able to get. But after that the game never did anything on the charts. But I think they could do better by making a product that sells itself by being commonly picked up by new customers on the system or after well-establishing the brand through quality such as a Halo or Call of Duty or Mario. Don't have to always take this "next big thing" route or "we got the same as the other brands" strategy because it doesn't have a long-term strategy. |
Good thread zucas and what you pointed out here ^^ was what I was gonna say.
It's has a lot to do with the developing cost of HD games. You create a games engine and you then get out a version of the game as often as you can.
Halo is a good example. That franchise is being milked - and why not? COD:MW is another.
The problem with Prototype and similar games is that they loose their value very quickly. This can be a good thing in a way I guess, but seeing a recently released game at half price doesn't transmit to a potential buyer that it is a good game, it usually does the opposite.
A COD:MW game can hold it's value well up to the next release and sometimes even after. I picked up Prototype - and gave it away - not long after it's release for half the price...maybe less.
Which brings me to this point: Hyping a game usually gives it good week1/week2 sales but after that it drops like a stone. This then quickly forces the price of the game down. The last Call of Jurez is a good example, I saw it around launch for £39.99. Almost a month after it is at £25.00 (brand new) in the same store.
The long stay in the charts for most Nintendo games makes them retain their value for a much longer time while still selling far more than the 1 and 2 week wonders.







