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Forums - Nintendo - Sega: Madworld on Wii was a “mismatch”

routsounmanman said:

Going multiplatform doesn't always equate to greater sales, and taking the increasing cost into the equasion, SEGA could have profited much more from an exclusive 2D Sonic game on the platform that the series sells best in; the Wii.

Uhm.. that argument largely is based on the fact, that 3D development is much more expensive on HD consoles, but .. is that really true for 2D development as well? It's probably more expensive, but clearly not even close to the difference in 3D development.

The HD Sonic 4 games likely will be profitable as well, although not as profitable as the Wii version, which I expect to have better returns per invested dollar/yen, but is SEGA in a situation in which they can focus on returns rather than on total profits? In my opinion they aren't.



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Lafiel said:
TWRoO said:

It's not a mismatch, just a bad game.

4-5 hours max and very limited replay value, the visual style is very confusing at first look, nice for a while, then just boring. The gameplay and controls are solid enough, but after 2 hours of mixing things up a bit you are essentially doing the same thing over and over again, though at least that repetition only lasts another couple of hours.

in other words you agree that Wii games are overrated at VGC? the game got an 8.7 here  j/k

Lol, no... just Madworld, it seems to be one of very few Wii games that are reviewed in a similar way to PS3/36 games.



Lafiel said:
routsounmanman said:

Going multiplatform doesn't always equate to greater sales, and taking the increasing cost into the equasion, SEGA could have profited much more from an exclusive 2D Sonic game on the platform that the series sells best in; the Wii.

Uhm.. that argument largely is based on the fact, that 3D development is much more expensive on HD consoles, but .. is that really true for 2D development as well? It's probably more expensive, but clearly not even close to the difference in 3D development.

The HD Sonic 4 games likely will be profitable as well, although not as profitable as the Wii version, which I expect to have better returns per invested dollar/yen, but is SEGA in a situation in which they can focus on returns rather than on total profits? In my opinion they aren't.

The real problem with Sonic 4 imo is that it's downloadable only.  Sega's missing out on a HUGE segment of the industry this way, well over half.  They should really do a collected disc release at some point, at least on Wii/PS2...



younghavok said:
theprof00 said:
younghavok said:

the funniest thing about these articles is how they always point to the Wii's first week or first month, and then always point to the total for the game they are comparing it too. Like, "X game has sold 6mil worldwide so far while B game on Wii only sold 15 thousand on its first day. A complete disaster!!!"

 

Madoworld on Wii sold more in its total  then the 360 version has of Bayonetta. For a game of that calibur with that marketing push behind it, 1.1mil is kinda lame Honetly

Well, the difference on the store shelves is 1 year vs 3 months, and the price difference is 10$ vs 40$. At three months into Madworld's life, it was already hovering around 30$.

By January next year, Bayonetta will most likely have 2M total sales.

So basically, double. After that, it will probably settle into 2.5X or 3X lifetime... which is normal when you look at the sales data for other titles of the same genre. 1.5M, usually.

i get what your saying but Madworld was promoted (I know everyone says that) pretty poorly and was an increidbly niche title while Bayonetta had spots running everywhere. Despite what the title is selling at now the developers and Sega earn a set rate I believe. Its the stores that decide what price to sell the titles at. If VG is to be believe sales wise then the game did pretty good and is still moving along. Will probably hit 500k or 550k. Not bad by any means for a title that surely did not cost that much to make. But the argument is pointless anyway, the developers think what they want and do what they are told. I'm really not missing platinum games on the Wii personally.

did you read that link I put up earlier? Most promotion is paid for through game sales. Bayonetta sold 13k this week. That's about 50k$ worth of advertising they can use without cutting into profit.

Plus, making a game on the wii isn't cheaper by much. You still have to hire the same people to do artwork, sound, etc, and it's really only the developing that is easier. All the assets cost the same.



theprof00 said:

Plus, making a game on the wii isn't cheaper by much. You still have to hire the same people to do artwork, sound, etc, and it's really only the developing that is easier. All the assets cost the same.

No, assets for SD res are definitely cheaper too.  Art's actually the biggest cost increase this gen, and why we see so much outsourcing for modeling and texture work.

We've had a few reports that lay out total R&D costs for consoles though...

IBIS Capital

  • 360/PS3: $15-30 million
  • Wii: $5-7 million
  • PS2/GC/XB: $3-5 million

M2 Research

  • 360/PS3: $18-28 million
  • PS2/GC/XB: $3-5 million

 



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Madworld was a very unimaginative game, and the B&W graphics is what killed it outright for a lot of people too.



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theprof00 said:

did you read that link I put up earlier? Most promotion is paid for through game sales. Bayonetta sold 13k this week. That's about 50k$ worth of advertising they can use without cutting into profit.

Plus, making a game on the wii isn't cheaper by much. You still have to hire the same people to do artwork, sound, etc, and it's really only the developing that is easier. All the assets cost the same.

while I understand your point, you are seriously misinformed on the cost for assets in SD and in HD. There are numerous discussions on the topic to show that.



MikeB predicts that the PS3 will sell about 140 million units by the end of 2016 and triple the amount of 360s in the long run.

saicho said:
theprof00 said:

did you read that link I put up earlier? Most promotion is paid for through game sales. Bayonetta sold 13k this week. That's about 50k$ worth of advertising they can use without cutting into profit.

Plus, making a game on the wii isn't cheaper by much. You still have to hire the same people to do artwork, sound, etc, and it's really only the developing that is easier. All the assets cost the same.

while I understand your point, you are seriously misinformed on the cost for assets in SD and in HD. There are numerous discussions on the topic to show that.

yes, you're very right. I stand corrected by saicho and jarrod.

However, even at costing $15M for development, 45% of a game's profit goes to dev costs. For a 1M copy selling game, there's about 25-30M in dev revenue.

Additionally, I have a sneaking suspicion that the dev costs jarrod posted earlier include the purchase of computers, dev kits, and engine building.



I'd like to see what other three color brawlers with no replay value sold so well on the HD systems.

Of course there aren't any, but they are assuming it would sell well with no proof.



A flashy-first game is awesome when it comes out. A great-first game is awesome forever.

Plus, just for the hell of it: Kelly Brook at the 2008 BAFTAs

"Madworld was received critically well, but did not sell too well, only selling 66,000 units in its first month on sale last year in the US.

Bayonetta, on the other hand, has sold 1.1 million units worldwide since its release in January, with Sega already saying it wants to do a sequel for it."

WTH??? That is bias if i've ever seen it. Madworld didn't do great but they just compared 1 game for 1 platform for 1 month in one territory, to 1 game for 2 platforms LTD in all territories to say that the other did badly?



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