KLXVER said:
It just happens often enough. Is the Switch really that hard to make games for? I mean Dark Souls Remastered got delayed without much explanation. |
Probably it have to do with small budget and teams that they prioritize where they think they will sell more and finish faster than double dip. Considering for evidence the temp exclusives of X360 and Tomb Raider for X1 we have seem that it is much more likely that you'll lose sales by delaying 1 year than earn for double dips. Sure we have cases like TLOU that had earned sony a lot of sales with TLOUR and perhaps portability is enough reason for major double dips (at least in our bubbles seems like there have been a lot of double dips for portability).
Would like to see some numbers to evaluate how much double dip Switch gets compared to possible lost sales from delayed launch. Perhaps we are wrong and it makes a lot of economical sense for publishers to do it.
duduspace11 "Well, since we are estimating costs, Pokemon Red/Blue did cost Nintendo about $50m to make back in 1996"
http://gamrconnect.vgchartz.com/post.php?id=8808363
Mr Puggsly: "Hehe, I said good profit. You said big profit. Frankly, not losing money is what I meant by good. Don't get hung up on semantics"
http://gamrconnect.vgchartz.com/post.php?id=9008994
Azzanation: "PS5 wouldn't sold out at launch without scalpers."