Conegamer said:
mrstickball said:
Unprofessional, but understandable. If and when I develop any downloadable games, the last place I'd want them to end up is WiiWare. Its very unforunate, too. Nintendo could of easily had the best downloadable system of all 3, since they have the leverage of their massive back catalog of IPs, but instead, they hamstrung the platform every way they could.
For them, though, I am sure the comments won't cost them anything. Fez on XBLA will likely be the #1 or #2 game this year, which means it will likely outsell any and every WiiWare game made in a few months, tops.
Nintendo's whole 'Garage Developers' stance is killing them. There have been some memorable titles from 2 and 3 man teams this generation like Poker Smash and Super Meat Boy.
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Yep. And the 6 Bit. Trip Games, and Hydroventure, and Cave Story, and World Of Goo, ART STYLE...
Oh wait, they're all on WiiWare 
My point is, his stance seems a bit arrogant to me, something we'd expect to hear maybe in '08, but not now. OK, you hate Nintendo, we get it. But, there are some great games for WiiWare, and, of course, VC, if you put the effort in...
Oh, I believe the best selling WiiWare game is indeed World Of Goo (or Bit.Trip RUNNER?), with over 2 million sales. So the customers are there, these devs just don't want to work with it
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I don't hate Nintendo. I hate how they've hamstrung their market.
Thing is, most of the games you mentioned sold very poorly when you compare them to similar quality games on XBLA. I am not knocking the games on the market - they are great - I am knocking how Nintendo has made the environment for developers on the system. Limited space = less major games (we've seen developers state they cannot put their titles on WiiWare because of the 40MB limit, and have to go elsewhere), lack of significant hard drive = fewer purchases by consumers. Bad UI = harder to find and buy titles. Less demos = less conversions from trials (according to Sony, 90% of all purchases were by consumers that tried demos).
For example, here's World of Goo's developer stating that the iPad launch of World of Goo sold twice as many copies as it did on WiiWare at its best point on the market, ever. Also, I think you are greatly ovestating World of Goo's sales on WiiWare. I haven't seen a single statement from 2D boy that they even sold 1 million copies, much less 2 million. Therefore, its sales are very likely to be lower than 1 million. The data I have points to about 500,000 copies sold in WiiWare for about $7.2 million USD.
Comparatively, on Xbox Live Arcade, there are at least 6 titles that have performed the same in terms of unit sales/revenues as World of Goo. Furthermore, you find that the WiiWare market is about 1/3rd the size of XBLA in terms of gross revenues, which is atrocious given that Nintendo has a much larger user install base. That should tell you a lot as to how Nintendo's downloadable strategy is panning out.
Oh, and for a freebie, here is a list of the top 10 downloadable games between WW/XBL/PSN in terms of gross revenues to give you an idea:
- Castle Crashers (XBLA) - $22.3 million
- Trials HD (XBLA) - $17.2 million
- Battlefield 1943 (XBLA) - $16.3 million
- Pokemon Rumble (WW) - $10.7 million
- My Pokemon Ranch (WW)- $9.1 million
- Final Fantasy Crystal Chronicles: My Life As A King (WW) - $8.5 million
- LIMBO (XBLA) - $8.2 million
- UNO (XBLA) - $8.0 million
- Shadow Complex (XBLA) - $8.0 million
- Battlefield 1943 (PSN) - $7.6 million
And for number of million-dollar selling titles, by platform (of those that I have data for):
- Xbox Live Arcade - 104
- PSN - 40
- WiiWare - 25
Now, I gotta ask: If you could publish your game to one platform, what would it be? The one that has a title that grossed $22 million dollars and has roughly 1/3rd of its titles hit $1 million in gross revenues? Or the one that has much less that gives developers no incentive for their platform?