Degausser said:
Really facinating stuff on the digital sales, I was going to question some of the stuff said earlier about Wii's DD platformers selling so amazing but figured there'd be no figures :P. I think WiiWare sales are typically going to be hampered for any game - compared to XBLA / PSN - the service just isn't as well made for selling software, it's lack of online focus will limit the userbase that bothers and storage limitations on the console mean no one's going to be too download-crazy.
It is a shame that outside of Sony's minimalist efforts (LBP and R&C) and RARE, the genre is pretty much confined to the digital space at the moment on the HD consoles. In truth though, I don't think many companies have really been making a plethora of platformers since consoles went 3D in the N64 days, except for er, Nintendo, Sony and Rare lol. Were there actually any reknown platforms made by anyone else last gen? Or even the generation before... I'm sure someone will give me a list but I'm struggling to think of one :P.
Also on the topic of SEGA losing retail sales on Sonic 4, I've always assumed the strategy to be something like made 2-3 episodes on the DD services and get $45 off of people for them, then bundle the 3 together at retail with some bonus content and stick em on store shelves for $50 so the non-online people can get it. At least SEGA are idiots if that's not what they do :P.
Also rumour has it Neversoft are rebooting Crash Bandicoot, so with any luck that might be a decent 3d platformer on the HD twins (As well as the Wii, I'm sure). No idea where I read the rumour, or it's legitimacy though, so er, take it with a bucket of salt :P.
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WiiWare sales are certainly hampered, when compared to XBLA/PSN. Its a multi-headed problem, though. I cannot comment on the UI, as I don't own a Wii right now, but one major issue for digital content is a simple one - hard drive space. Stock Wiis come with 512MB of space, which is a very difficult thing have a lot of content on.
Now, the argument against that is that you can simply go buy a new card and expand, but then you get to the problem of the likelihood someone will do that. Few people are going to justify buying a $30, or $50 card for a few $10 games - its just not economically reasonable. This argument isn't just a Wii problem. XBLA has the same problem with larger games, as Lara Croft & The Guardian of Light saw pretty weak sales, compared to the pedigree of the title and the marketing (it was 2GB). Adopters of the Arcade or 20GB model are unlikely to be able to store such a game, which may of hurt its sales. Likewise, Android market sales are pretty poor, and up until the 2.2 revision, required games and apps to be installed on the onboard ROM which was 256-512MB.
I think the issue with platformers is that of pedigree - NO ONE is going to look at going against Nintendo for a AAA platformer. They have a massive amount of pedigree, and to succeed, it has to be able to be compared to NSMB: Wii. No one is going to be able to do that, because Nintendo is simply the best company for platformers, as their in-house talent knows how to make them the right way.
Having said that, I'd argue that platformers have diversified into other genres in order to be successful. There are a few games with platform-heavy elements that have done good to fantastic this gen - Crackdown was loved, before #2 kinda destroyed things. Assassin's Creed also has a very heavy dose of platforming elements, and has had 3 titles release this gen. Finally, you find the head-to-head comparatives in the downloadable sphere, because the simplistic platformers of years gone by are an underserved genre, and are, quite frankly, cheap to build. Super Meat Boy was a team of 2 people. So was Braid. At that point, it becomes viable to build a new platforming IP without the massive pedigree of Nintendo, or have a valuable IP like Disney did with Epic Mickey.
The other thing to look at is the long-tail in regards to Sonic. Sega has been the #1 company when it comes to long-term sales for their titles. They've always had compilation packs of their titles for post-Dreamcast platforms like the various Genesis Collections. Because of this, they are likely looking at the much longer term strategy for Sonic 4 - knowing that when all episodes are launched, they can indeed bundle for retail, bundle for downloadable, and also keep the titles available forever, and port them to next-gen consoles. Sonic 4 is likely to exist as a property they make money off of for the next decade as a digital title, which is a much better strategy than simply pushing something like Unleashed on the market, have it sell for a year, then never make a dollar on it.
I think that is one of the advantages of digital titles - you can build a portfolio that continues to provide value indefinately. Provided you continue to add value to your name brand, a title will continue to sell, which can be a great long-term strategy. You can see other companies like Square-Enix do this with Final Fantasy. They've ported Final Fantasy (the original NES version) to almost every mobile phone, and recently launched Secret of Mana as an iOS title at $8.99.
Developers and publishers are starting to understand how other entertainment industries make their money - from multiple streams. For example, when a movie releases, it makes money at the box office, then the rental market, then the home video market, then gets played on TV and watched via Netflix. In the end, a title that is ancient can continue to provide revenues via television royalties and ad sales on the internet. Video games don't quite have that analogue, but are getting there with digital content. That is why, I think, we're starting to see more Games-On-Demand from PSN/X360, because its a good thing to keep selling a game like Halo 1 for 3, 5, or 10 years down the road.