Soundwave said:
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About 1 million too much for that game if you ask me.
Soundwave said:
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About 1 million too much for that game if you ask me.
DietSoap said:
About 1 million too much for that game if you ask me. |
Shrugs I enjoyed it quite a bit. Best story in a Nintendo game and a really clever way of telling it aside from the usual "stop playing and watch a 5 minute cinematic. Better go to the washroom now before it starts".
Gotta play it with the stand though, otherwise my hand would start to cramp. I have to wonder if it would've been better off as a Wii U launch game using the Wiimote instead and the touchscreen option as a secondary one.
RolStoppable said:
At least one person in this thread knows how things work in Japan. Pandora's Tower for Wii didn't receive any more confidence from retailers either. |
Nintendo is not some tiny publisher, they are the biggest name in the Japanese game market, if they wanted to push 100,000 units to retailers, retailers would take it just based on Nintendo's rep.
RolStoppable said:
That's not how it works, so give it a rest. |
Actually it is how it works. Big companies like Nintendo flex their muscle all the time to get a certain shipment if they want it.
This to me seems like a new strategy at Nintendo to limit retail copies and push people to buy digital copies of more niche software. It equates to a higher profit per sale for them.
Which I don't mind per se either as long as it hopefully ensures situations like the Xenoblade/Last Story/Project: Rainfall thing don't happen. Digital distribution combined with a limited print of physical copies is an acceptable solution to releasing games that Nintendo perhaps feels there isn't much of a market for (though it begs the question why Nintendo greenlights games seemingly continually that they then have almost no interest in marketing or trying to sell later on).
RolStoppable said:
That's not how it works, so give it a rest. |
That's not how it usually works, no, but if they WANTED to like he said, yes, they have enough leverage with other incredibly high profile games like Pokemon and Mario that they could realistically do so.
Would be far from a wise decision for relations if they weren't planning on advertising enough to sell it all out at full price, but if they wanted to, it's hardly unbelievable.
RolStoppable said:
Examples? |
It's how any business works. If I'm a corner store, and I've been doing business with Coca-Cola for 30 years and they're my best seller every year, and they are really telling me they want to push this new brand of Coke Ultra or something and want me to take a slightly larger shipment than I would otherwise ... I'd probably be inclined to do so just to ensure we continue to maintain a nice relationship together.
A few unsold cans of Coke Ultra is not worth me unncessarily damanging my partnership with my best supplier.
Within reason, no retailer is going to sit there and say "f you Nintendo" and jepordize allotments of future games (like cough, Pokemon X/Y) for a measly extra few copies of some small niche game.
@ the guy who thought or wouldn't even cost half a million dollars:
A developper earns a lot of money On average. A well established company gives its employees at least 150k a year (average). Times 20 employees for two years is already 6 million dollars. And don't forget the whole management of Nintendo which accumulated partially. Let's say a total of 15 million dollars where marketing, some fixed costs and voice-acting is included.
I don't know exactly how big this game was bit 500K sales would be their minimum they need. And most of the time you want to double your money since you needed to pay everything in advance and you don't get a chunk of money directly. This game would need 1 million sales if it is a big respectable wiiu game
Stories unfolded with my home made rap songs. Feel free to listen here with lyrics: https://youtu.be/vyT9PbK5_T0
RolStoppable said:
Examples? |
Looking at the how few Nintendo titles sell through half their shipments FW, I think they know their way in convincing retailers to accept more stock.
That said, retailers are only going to order if there is demand and apparently there's very little demand for Wonderful 101 in Japan.
The game was obviously not going to sell a lot, but this is about 15k lower than I expected. With the news that it cost 1.5x Bayonetta did, we can only hope Platinum were smart with their contract and won't have to shoulder the cost..

I tried the demo today, and found it to be VERY FUN. It's a little daunting at first, and very chaotic even after you get the hang of what you're doing. But the creative use of the mechanics, is very pleasing. I know there's been some complaints in reviews about the controls, how you have to draw certain actions on the gamepad...well at first I had some trouble pulling them off right every time too. But once I realized, that a more concerted effort (slower draw time with your finger) it actually started happening right every time! It's a very gratifying mechanic too. You draw an "L" shape on the gamepad, and your guys turn into a gun. You draw a short straight line, and they make a sword. Draw a circle to make a fist weapon or pick up cars to throw them. Not complicated, but gratifying. It truly has to be experienced to be understood, and given the proper play time before giving up on it, to somewhat master the "busy-ness" going on (both on the gamepad and the TV). Do that, and you'll find a highly creative, UBER FUN new IP. Everyone who fancy's a fun new IP should give this a shot.