Procrastinato said:
Games don't profit at $50/unit to a demographic (which is not the overall ownership) base smaller than what the PS360 have. That's the problem. The budget for those games has to be small to compensate. Budget is the most reliable indicator of eventual game quality -- obviously there are many exceptions, but there are no other factors, other than developer rep (and reputable devs usually demand a high budget..), that are a good estimator of game quality for a publisher. |
3rd parties have reaped what they sow. The reason DSE didn't profit at $50/unit is because it was low budget, genre divergent, spinoff of a not-so-hot IP. If a full budget Dead Space 2 had released on Wii, then that'd be a different story.... but we've NEVER had a full budget AAA game fail on Wii so far.
Low budgets (and frankly, low efforts) aren't a result of low sales, they're what's driving them. AAA games already get AAA sales on Wii at $50, be it Mario or Monster Hunter. And extra $10 added to DSE2 or MadWorld 2 isn't going to change anything. You're looking at the "problem" backwards...
The key to success on Wii is to treat it like a PS2. That's what the market did, the industry needs to catch up.







