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Kasz216 said:
Dallinor said:
Kasz216 said:
jneul said:
HappySqurriel said:
jneul said:

haha at all the people saying 300k is not impressive didn;t you all pedict a lower number, also sony did say they expected a low turn out for move, so get over it, games like socom 4, mag, sorcery, time crisis, dead space 2, infamous 2 will encourage even more people to jump on the band wagon, and i still casn't see why 100% of the userbase that owns the eye wont buy move... but eventually when they can

i can't wait for japan sales... of move


Actually, I didn't predict anything ...

When you consider that Wii Fit sold 2 Million units in a similar time frame at a similar price and was sold out for months because demand was so (amazingly) high, selling 300,000 and being readily available everywhere should indicate that PS Move is not a particularly "hot" product. Certainly, we may see improved sales through Christmas, and renewed interest around game releases, but that doesn't mean that it will ever be a particularly popular product.

Yeah way to go lets compare everything to wii-fit one of the worst things to be released this generation imo(sales != quality), also wii was very popular by then, another food for thought sc sales is not far of

New Play Control! Mario Power Tennis

sales week aligned sales of course!! http://www.vgchartz.com/game.php?id=30980 and that is without japan, so you wanna go away now??

Comparing Playstation Move to a revamped Mario Gamecube game... is supposed to make the move look good?

If it only sells as around as much as Mario Power Tennis... it would be in big trouble.

I mean, why even bother adding on Move controls for it.

Things like Splitscreen Multiplayer get dropped if there isn't a market for it because of expense.  A whole different control scheme I imagine has to be at least as expensive as Split screen.


It needs to push 5-10 million... and in a "relativly" short time I'd think, unless the plan is for it to just be relegated to a small side genre, like Singstar.  Though, different since Singstar I think has actually pushed like... 5 million for individual titles.

Just to jump in here.

I'd imagine split screen multiplayer is a much larger endeavour then adding a new control scheme. In interviews with Move devs, they've stated it took them only a few weeks to get the Move control scheme up and running with their game.

I dunno.  I really don't see how it could take that long.  I mean, your just using the same multiplayer co-op that's already in the game but making it local.

Never really programmed a game though.

Split screen is definately more effort than mucking around with controls - just to chime in.  Effective splitscreen means your rendering engine and code has to be designed to support it if you want good results.  For example in Killzone 2 the developers made it clear before release that, at least at that time, the engine simply wasn't designed in a way that could support it.

Splitscreen requires an engine taking in two controller inputs, and simultaneously rendering two scenes to display based on the inputs and one set of shared assets (the level, textures, etc).  This is a big difference from rendering one scene based on one controller.

I love splitscreen myself - but it needs to be coded for and can't just be thrown in.  Well, it sort of can, but the results are normally pants.  Look at Halo titles.  Splitscreen is factored into the design from the very start, and it shows in a good way.



Try to be reasonable... its easier than you think...