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Forums - Gaming - Dispelling the myth: The Wii market is (NOT) bigger than the HD twin market

 

So, what's your take?

News to me. 6 9.38%
 
I already knew. 58 90.63%
 
Total:64

So ms and sony won in both sales and games categories. Maybe this is the way of next gen, too.



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runqvist said:
So ms and sony won in both sales and games categories. Maybe this is the way of next gen, too.

Nope, that's not the point. Another question for the FAQ it seems.

It's not that MS and Sony won, it's that Nintendo lost that market. It's essentially what Nintendo didn't get.



@zippy someone gets it, IMHO the pointer contols are cool, hell I only use Move to play KZ3 for example, but as i multiplat owner, the problems with the Wii versions of COD are too much that IMO even the motion controls dont help it. It is the only thing it has over the other versions.



happydolphin said:
runqvist said:
So ms and sony won in both sales and games categories. Maybe this is the way of next gen, too.

Nope, that's not the point. Another question for the FAQ it seems.

It's not that MS and Sony won, it's that Nintendo lost that market. It's essentially what Nintendo didn't get.


I think im the only person here who believes that the NEVER had it, at least not in the numbers people think. SOme forget 360 was out a whole year prior. Granted it did get worst over time, even to the point where PS3 was able to overtake it in that area.



happydolphin said:
F0X said:

I remember around the time Xenoblade came out in America that the Google search queries for "xenoblade ps3" went up quite a bit and I thought "Huh, I don't know what to make of this. Are people that stupid or misinformed? Or is it something else?". Also that recent (and hilarious, I think) Bayonetta 2 spat really shed the light on the idea of certain games and franchises must be on certain platform or else it's treason or automatically a bad business decision or the world will end or something. Basically what I mean is that sometimes platform doesn't matter. Xenoblade would've been amazing on a GameCube, Wii U, or any platform capable of realizing its vision. Yet I see people thinking as if it has to be available for a certain something in order to be, at the least, worth purchasing.

How does that relate to Xenoblade's sales? Not at all, really. Nor do I think Xenoblade is the shining example of everything the Wii can do. It's just more evidence that a great game can be developed for it. To answer the question, Xenoblade's sales tell me very little. It's as popular as Mother in Japan, supposedly, but sales don't reflect that. It's the highest-rated RPG to come out of Japan in a long time, but sales don't reflect that. I find that, in the grand scheme of things, sales paint no more than a vague picture. In Xenoblade's case, it's the picture of over 700,000 people across the world who have gained possession of a game I really like. It tells me that I'm not alone in my knowledge of the game's quality, even in the face of games I like significantly less sell 20 billion copies. What does all of this tell me about consumers? Every individual counts. If you're trying to make a point about how it would sell of the HD twins, don't bother. There's no point of comparision.

Now back to continuing from the first paragraph and tying it in with the topic. Some of the best Wii games are entirely possible on other consoles, but definitely not all. The willingness to market a unique, Wii-specific game stems from the assumption that consumers might like something different from the norm, as if the Wii is to be treated like a grounds for more experimental gameplay than a publisher would normally attempt with an established property. Marketing would have to revolve around the ideas implemented in the Wii version that aren't available in others (though the others would obviously have their own ideas relevant to the platform they are on). It's nothing more or less than doing what the Wii was originally intended to do - be a device where the best ideas, not graphics, succeed. Unfortunately somewhere down the line the experiment didn't go as originally envisioned. "What went wrong?" is the ultimate question.

The answer: A lot.

Can the situation be fixed?

The answer: Not without a time machiene.

What does this mean for the future of Nintendo and third-party support?

The answer: Hopefully, a better start (less mistakes) in the next generation.

Do you believe the U answers this call (a better start), and that the new marketing will be conducive to avoiding to lose sales (as the Wii was due to being the less desired console of choice, as happened with the Xenoblade PS3 search and Bayonetta 2 backlash)?


The Wii U does, but only from a hardware perspective. Wii U opens up new avenues in gameplay while still being able to produce a broader range of experiences than its predecessor. However, that completely doesn't solve the problem the Wii had with much of its software, which was a widespread lack of innovation, creativity, and effort. At this point, how many third-party games can be said to be fully exploring the GamePad's abilities? There's ZombiU, and not much else. In a way it's as if becoming an easier system for porting purposes precludes the idea of developers pushing the system the way it could (and should). "Why buy a version that's on par, or only slightly better, on a console you're not accostomed to?" asks my imaginary generic video game consumer friend. The only answer to the software problem would be for more third-party developers to make the Wii U the lead platform for their games, or more third-party exclusives. Making that happen is not going to be remotely easy.

I like the gist of how Wii U is being marketed. The focus, thankfully, is on the innovative design aspects of the console, and what can be done only on Wii U. At this point, it's all up to the software support to live up to the promise (unlike the Wii for the most part).



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Kenology said:
FOX is making want to check out the Forgotten Sands on Wii. Those screens look pretty scrumptious.


It's never too late.



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