zorg1000 said:
But thats the thing, it had 7 months of decline before those games released, it needs time to rebuild momentum plus one of them is no longer exclusive. if those games released in the first few months of the year, they could have helped sustain the hype and momentum Wii U had at launch and would have given Nintendo a reason to actually market the thing since it had a steady flow of games coming to it. And Nintendo Land+NSMBU are selling the console, their attach ratios prove this. Whay do u think the weekly average would be? |
The thing is honestly I don't think Wii U ever really had great momenteum. They had a solid launch week, where the most loyal Nintendo fans came out to support it, but even it's first December NPD was showing worrying signs of weakness ... it was below the $600 PS3 for its equivalent December with a Mario game, which was setting off some alarm bells for me even then.
I don't know what the weekly average would be, but from my experience it takes really big games to boost a weekly average for any long period of time. "Little" games like Rayman will at best give you a small bump for a week, but that's about it.
I think the solution would've been just greenlighting more games for the first 6-9 months seriously. Star Wars Rogue Squadron IV? Greenlit. Soul Calibur-Zelda Crossover? Greenlit. Wave Race U from a good Western dev house? Greenlit. That Mikami RE-style horror game? Greenlit.
If you end up with the "problem" of too many games, just hold some back for a month or two and release them when ever you have a gap in your release schedule, it's not games have an expiry date like bread.








