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Forums - Gaming - Why Game Developers Are Flocking to Sony and Fleeing From Microsoft

pokoko said:
Lostplanet22 said:


You have no clue what you are talking about,  Brian launched his game 3 months later on XBLA than PSN/Steam and sold not so much less than on PSN or Steam.    And he must be lucky he got money from it because on the Wii he not passed the Treshold and did not receive a pay out.

"Despite the bad rap that PlayStation Vita has been getting as of late, developer Brian Provinciano (creator of Retro City Rampage) says that indie developers should give the system a second look. He also says that the Vita version of RCR has been the most successful.

In a tweet he sent today, Provinciano stated: "Indies should definitely jump onto the PS Vita. RCR's sold much more on PSN than XBLA and more on PS Vita than even PS3."

After some of his followers asked questions regarding whether that included versions of RCR released for free to PlayStation Plus subscribers, he responded: "This doesn't include PS Plus. It's _SOLD_ far more on PSN than XBLA. With PS Plus, there are a bajillion more copies out there"

He also compared PSN sales to RCR's Steam sales: "Steam's done far better than XBLA too, but PSN has still done the best."

He also appeared critical of Microsoft's Xbox Live Arcade, tweeting, "[It took] two bouts of 6+ months of pitching, paperwork, negotiation just to get onto XBLA. It's absurd. They don't make it easy." and added, "It cost more to do the XBLA version than all other SKUs combined. Made more on all other platforms. XBLA: 'a learning experience.'"

Conversely he praised both Nintendo and Sony saying, "Nintendo's great to work with. Both Sony and Nintendo are welcoming to indies."

It's interesting, and definitely echoes what we've heard from other indie devs, who seem more and more disenchanted with Xbox Live Arcade."   http://www.gameinformer.com/b/news/archive/2013/02/26/retro-city-rampage-developer-says-vita-version-most-successful.aspx

So where am I wrong?


 30 March 2013:

Clarification: WiiWare version of Retro City Rampage has not generated dev revenue or hit the threshold, still a "gift to the fans".

The XBLA version sold 15k at the end of the MARCH after 2 months of release
While the PSN version sold 40k  6 months after release..       I bet you the numberrs would have been different if they released around the same time.

http://nintendoeverything.com/117462/a-breakdown-of-retro-city-rampages-sales/

Of course, it’s important to note that it’s not necessarily fair to directly compare the XBLA release of Retro City Rampage to its counterparts on other platforms. After all, the PSN and Steam versions of the game released in October 2012, well in advance of the XBLA port, providing ample time to establish a commanding sales lead. On top of this, Retro City Rampage included a Vita/PS3 cross-play incentive, and it was part of a PSN+ promotion. Finally, it was also published by Sony on PSN and, therefore, received much more promotion on that platform than on XBLA, where it was published by D3.

http://www.xblafans.com/retro-city-rampage-dev-labels-xbla-a-learning-experience-64324.html



 

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Lostplanet22 said:
pokoko said:

"Despite the bad rap that PlayStation Vita has been getting as of late, developer Brian Provinciano (creator of Retro City Rampage) says that indie developers should give the system a second look. He also says that the Vita version of RCR has been the most successful.

In a tweet he sent today, Provinciano stated: "Indies should definitely jump onto the PS Vita. RCR's sold much more on PSN than XBLA and more on PS Vita than even PS3."

After some of his followers asked questions regarding whether that included versions of RCR released for free to PlayStation Plus subscribers, he responded: "This doesn't include PS Plus. It's _SOLD_ far more on PSN than XBLA. With PS Plus, there are a bajillion more copies out there"

He also compared PSN sales to RCR's Steam sales: "Steam's done far better than XBLA too, but PSN has still done the best."

He also appeared critical of Microsoft's Xbox Live Arcade, tweeting, "[It took] two bouts of 6+ months of pitching, paperwork, negotiation just to get onto XBLA. It's absurd. They don't make it easy." and added, "It cost more to do the XBLA version than all other SKUs combined. Made more on all other platforms. XBLA: 'a learning experience.'"

Conversely he praised both Nintendo and Sony saying, "Nintendo's great to work with. Both Sony and Nintendo are welcoming to indies."

It's interesting, and definitely echoes what we've heard from other indie devs, who seem more and more disenchanted with Xbox Live Arcade."   http://www.gameinformer.com/b/news/archive/2013/02/26/retro-city-rampage-developer-says-vita-version-most-successful.aspx

So where am I wrong?


 30 March 2013:

Clarification: WiiWare version of Retro City Rampage has not generated dev revenue or hit the threshold, still a "gift to the fans".

The XBLA version sold 15k at the end of the MARCH after 2 months of release
While the PSN version sold 40k  6 months after release..       I bet you the numberrs would have been different if they released around the same time.

http://nintendoeverything.com/117462/a-breakdown-of-retro-city-rampages-sales/

Of course, it’s important to note that it’s not necessarily fair to directly compare the XBLA release of Retro City Rampage to its counterparts on other platforms. After all, the PSN and Steam versions of the game released in October 2012, well in advance of the XBLA port, providing ample time to establish a commanding sales lead. On top of this, Retro City Rampage included a Vita/PS3 cross-play incentive, and it was part of a PSN+ promotion. Finally, it was also published by Sony on PSN and, therefore, received much more promotion on that platform than on XBLA, where it was published by D3.

http://www.xblafans.com/retro-city-rampage-dev-labels-xbla-a-learning-experience-64324.html

"Retro City Rampage
@RetroCR

Clarification: Those sales numbers per platform circulating are not accurate, extrapolated from a bar graph that didn't show to-the-digit."

Regardless, where am I wrong?  He was much happier with his experiences elsewhere, that much is clear.  He made a LOT more money elsewhere, and the XBLA version cost more than all other versions combined.  Microsoft's silly publishing rules probably had something to do with that, which itself is part of the problem.  Just look at the stupid Machinarium situation.

I don't understand why people are in such a rush to fall over themselves denying what these developers are saying.  Is it's that hard to accept that Microsoft has lost a lot of ground in this area?  Why the head in the sand routine?



pokoko said:
foodfather said:

I'm hearing the BS but I'm not seeing the facts that supports such claims. 

Without Xbox Live, indie games genre would not be where they are now.

PS3 has 3 good indie success stories, all from the same developer, which was close to becoming bankrupt forcing their next title to be multiplatform.

On the Xbox 360, there are dozens of hugely successful indie games, exclusive or otherwise and I can't think of a single developer that has gone bankrupt as a result of choosing xbox 360.

If you are an indie developer, it would be stupid not to support the 360.

I'm not seeing any facts from you, either.

As for success stories, it's a bit silly to say PSN has only had three.  That doesn't even make any sense, considering how many indie developers have come out to say that their experience with Microsoft was the worst of this generation.  Brian Provinciano, referenced in this article, has said that the XBLA version of his last game cost more than all the others, made less money than the PSN or Steam versions, and got very little support from Microsoft.  Many other developers have said the same thing.  Many, many developers have been very happy with thier PSN releases--how are those not success stories?

Microsoft beat Sony on this front early this gen but then got complacent, which allowed Sony to catch up and pass them.  Sony, right now, has a much better reputation in the indie circle.  Like it or not, it's true.  Microsoft has lost ground, and unless they decide to pull their heads out ot the sand, they will lose more ground in the future.  It's really up to them.

You seem big on this RCR thing but I guess I missed the part on how much money was made.  Can you provide a source on the revenue created on PC-PSN-Live? it would be interesting to see just how much money we are talking about here because every article I read on the indie market pretty much somes up that there really isn't a lot of money in Indie.  Which takes me back to my originial point about how MS seems to have put together a a more controlled system that actually allows some developers to make money.  There is a good article by one of the developers of DigitalDNA that breaks down some of the realities of working on XBOX live and in the indie market in general. 

Asking me to sight success stories of Xbox indie games is pretty silly considering its literally a google away, and so are ones for sony so please don't say this isn't going anywhere.  My point was xbox live has been more succesful with Indie games than Sony and I don't think anyone questions that, will the future change that and what will be the definition for Success-  is it volume of games sold, or profits made?  I lean towards the latter myself.





scat398 said:

You seem big on this RCR thing but I guess I missed the part on how much money was made.  Can you provide a source on the revenue created on PC-PSN-Live? it would be interesting to see just how much money we are talking about here because every article I read on the indie market pretty much somes up that there really isn't a lot of money in Indie.  Which takes me back to my originial point about how MS seems to have put together a a more controlled system that actually allows some developers to make money.  There is a good article by one of the developers of DigitalDNA that breaks down some of the realities of working on XBOX live and in the indie market in general.

Asking me to sight success stories of Xbox indie games is pretty silly considering its literally a google away, and so are ones for sony so please don't say this isn't going anywhere.  My point was xbox live has been more succesful with Indie games than Sony and I don't think anyone questions that, will the future change that and what will be the definition for Success-  is it volume of games sold, or profits made?  I lean towards the latter myself.



In other words, you have nothing but "everyone knows".  Amusing, and good to know.



foodfather said:

I'm hearing the BS but I'm not seeing the facts that supports such claims. 

Without Xbox Live, indie games genre would not be where they are now.

PS3 has 3 good indie success stories, all from the same developer, which was close to becoming bankrupt forcing their next title to be multiplatform.

On the Xbox 360, there are dozens of hugely successful indie games, exclusive or otherwise and I can't think of a single developer that has gone bankrupt as a result of choosing xbox 360.

If you are an indie developer, it would be stupid not to support the 360.

This is not the only article I have seen with the same message.  From Penny Arcade:

"It's possible Microsoft will soon make similar moves, but for now the feeling seems to be that Microsoft is acting like a dinosaur, watching all these small animals with fur wandering around the countryside, hoping that they won't go extinct."

http://www.penny-arcade.com/report/article/tales-from-the-trenches-how-microsoft-is-losing-the-battle-for-indie-develo



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I hope the PS4 replicates a PS1 level of success, becoming a new industry standard that will result in a hell lot of new franchises



Lostplanet22 said:

30 March 2013:

Clarification: WiiWare version of Retro City Rampage has not generated dev revenue or hit the threshold, still a "gift to the fans".

I am glad they are looking at it that way, because it was a huge mistake the way the launched on the Wii.

-Oct 2012: PC (direct from developer/Steam/GOG), PS3, Vita

-Jan 2013: 360

-Feb 2013: Wii

It was way late, and the Wii U had already been out for over 3 months.  For their sake, I wish they would have released on the Wii U instead of the Wii.



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Mobile - Super Mario Run (2017)
PC - Deep Rock Galactic (2020)
PC - Command & Conquer Remastered Collection (1995/1996/2020)

From the rumors, MS will be going the whole MS store route just like they have now with windows 8 and windows phone. This will allow Indies to bring their games to MS console without going through the whole Publisher route. The reason for MS to go this route is because its successful for IOS and android devices as well as Steam. This will not be a direct respond to Sony but instead of where the industry is going.



I'm gonna get flak for this, but by and large, Indie games are garbage.

You do get some good ones like World of Goo, but most of them are shallow, pretentious wanks that try to use unusual visual styles (often just crappy visuals passed off as "retro") to dress up shallow, one-trick-pony gameplay.

I personally wouldn't care if the consoles I buy get little to no Indie support.



I do remember a MS spokesperson stating that they need to soften their approach to indie developers. One of the biggest issues I have heard from developers about XBLA is the whole certification and publishers model including charging developers 10 grand for any update to their games. You can understand that MS does not want a system where games are constantly being updated sort of like IOS and Android apps. MS has always aggressively gone after indie developers and their game if it brings something unique to their console and they still do it now. The problem is their structure just isn't flexible for today's market and so change is needed.