RolStoppable said:
You are ignoring the consumer side regarding downloadable games. The value proposition of retail games is better, because consumers have the ability to sell their games. With downloadable games you can't do anything. If you get burned, you get burned badly unless it's a throwaway game that costs $2. But that's not the type of game we are talking about here, we are talking AAA development here which is more likely to be in the range of selling for around $20 at the very least. If re-sale were so important, then why is Steam growing? You can't sell games there, but they are about a billion dollar a year market. The reality is, consumers don't care about resale as much as you'd think. Its why people own a ton of copies of SMB3 on Virtual Console, and the same reason they are willing to buy on Steam too - if the price is right, they could care less about resale. Furthermore, there isn't a major issue with making a $20 AAA game on iOS. The simple fact is that few people are trying to do it, but I think it has more to do with the will than the way. Grand Theft Auto was $9.99 for the majority of its lifespan, which made 2K about as much money per copy as it did on PSP at $19.99 due to the additional costs of physical distribution. Dragon Quest certainly is of importance, but it's not even of global interest. It's unrealistic that third parties would put their biggest properties on smartphones, much less so as exclusives or definitive versions. There could be a billion smartphone owners, but if the vast majority of them isn't interested in paying more than $5 for a game (and that's the case), then it doesn't mean much. A lot of people paid $6.99 for Infinity Blade, so I'd say your wrong. Given that Square is sending DS and PSP ports of their tentpole RPGs to the market at $6.99 and $9.99, I'd say there are games and developers willing to go at the higher price points, and feel they can be successful. So it's Angry Birds we are talking about here, the game that made $70 million in revenue off of 100 million downloads. That's less than a dollar per download, certainly not an impressive figure. Sure, it's still a big success when you look at return on investment, but it's a one hit wonder. Everytime it comes to how wonderful the iOS platform is for developers, a few select successful games are mentioned. However, the batting average is terrible. For every successful game there are hundreds that didn't sell any notable numbers. Most companies have one hit covering the failures of their dozen(s) other games. I don't disagree there are a lot of failures on the iOS market. However, its rarely the good games with marketing that do poorly. The ones that do poorly are the titles that some guy made in his basement and never spent a dollar on advertising. Your stance regarding Nintendo is dominantly negative. The only way you can see Nintendo going is down. The Nintendo 64 and Gamecube are examples of Nintendo failing due to their own incompetence which is the only realistic reason why they can fail in the handheld business. Super Mario Bros. is Nintendo's biggest and longlived IP, but they didn't use it on the N64 and GC. A company abandoning it's biggest and most important series without anything to take its place, that is a clear sign of incompetence. Uhhh. I played Mario 64 on the N64. First game I bought for my N64 too! Are you saying it didn't exist? Or are you saying that somehow Mario 64 wasn't in the Super Mario series? If so, you are crazy to think that, because I remember Nintendo Power hyping it every time they could as the successor to Super Mario World on SNES. It sold like a sequel to SMB too. |
Back from the dead, I'm afraid.







