scooby_dooby
Legend
I live in a town (of 200,000) that had a Karaoke bar, once, about 15 years ago.
Any decent sized city will have a ton of bars that do Karaoke at least once a week.
I live in a town (of 200,000) that had a Karaoke bar, once, about 15 years ago.
So what you're saying is... games don't sell as well on the wii? All you have done is given a compelling argument for cheap ports.
What a load of crap.For example, if a game cost $5 million to make on Wii and it's averaging only 30k copies a month, but that generates $2 million in profits, then in 3 months it's even, and after that it's pure profit.
In comparison, if that same game costs $20 million to make on the 360/PS3, then it needs to sell at least 100k a month to break even in the same 3 month period, after which its pure profit.
What is defined as an AAA title on Wii?
I think that an AAA title on PS3 or 360 is totally different than what is considered an AAA title on Wii.
If a game succeeds at being very fun on Wii is usually considered as an AAA title. On PS3 and 360 on the other hand are games that are both fun but have high production values (depending on the genre) and attention to detail. Thats true even if we go beyond their visuals.
They are incomparable.
I think most people are referencing this quote WRT development costs.Unless someone can pull some real numbers that can be verified, I don't think there's any point in arguing about development costs.
In addition, IIRC, Ubisoft has stated that Red Steel was expensive for a Wii game at 12.5 million (a learning process), yet it has been one of their best breadwinners over the past year all things considered.According to THQ Chief Executive Brian Farrell, while an investment in an Xbox 360 or PS3 game might be in the range of $12 million to $20 million on average, the money required for developing a title on the Wii can be as little as half that (or less), with an investment generally ranging from $5 million to $8 million. "It's that order of magnitude lower," Farrell explained to Reuters.
Halo 3 vs. KZ 2 (KZ 2 delayed)
SC:C vs. MGS4 (both no shows)
ME vs. FFXIII (FFXIII delayed)
Forz 2 vs. GT5 (GT 5 delayed)
Sony didn't show up to the fight IMO.
Well, you're including two demo's, and a niche card based title, that's why they don't count
In terms of titles that will actually stimulate sales, Singstar, Uncharted and R&C are basically it, at leats from that list. I don't remember any demo ever having a large impact on sales of a console.
Is Haze still coming?
Beta's don't sell hardware. You can sell software like MS did with Crackdown but that was Halo3. Still coupling the LBP beta with a game would a great way push software sales. GT5 prolouge does not hit the US this year.
R&C and Uncharted will have to still fight Halo3 and Mass Effect on the MS exclusive front. Not to mention Guitar Hero, Rock band and CoD4 on the multiplatform side! Good luck with that.
I think that an AAA title on PS3 or 360 is totally different than what is considered an AAA title on Wii.
If a game succeeds at being very fun on Wii is usually considered as an AAA title. On PS3 and 360 on the other hand are games that are both fun but have high production values (depending on the genre) and attention to detail. Thats true even if we go beyond their visuals.
They are incomparable.
Why can't it be the other way around? A game designed for Wii ported up to other systems? ex: Harry Potter.
Worked well for the PS2.
The games that fit that element will continue to dominate the Wii sales. If a 3rd party studio wants to jump in on the Wii sales, they need to focus on that.
Not at all. Take a game like Gears of War vs Metroid Prime 3 Corruption. Last figures I heard were that Gears cost around $10 million to make (not including the cost of development for UE3).
How much do you think MP3 cost? Maybe $1 million tops?
In other words, both are high quality games for their respective systems, but MP3 doesn't have to sell as many copies as GoW does in order to turn a profit. But it is still super quality.
See what I'm getting at now? Low cost development != "cheap"
Why do you think MP3 only cost $1 million to make? You're basically suggesting it took 10 guys 1 year to make it and thats only salary + a bit of office expense? I rather doubt it. Just because the games for the wii are using lower assets doesn't mean it only takes a few artists, writers and coders to make a compelling game. I have no doubt that the wii games are substantially cheaper to make, but I rather doubt its as minimal as you're suggesting.
Development costs on AAA titles are returned very quickly. How many hours minutes into Halo's release was its development cost overcome?
random theorycraft below
Lets say MP3 winds up selling 2 million copies (~$100million), which right now seems doubtful, it will still have made substantially less revenue than GeoW which has sold ~4 million+ ($240million). If we assume MP3 cost your $1 million and margins at retail are 40% it would sit at $39 million. If we assume GeoW cost $20 million with 40% margins it would be sitting at $76 million. To make as much profit as GeoW, MP3 would have to sell 3.85million copies, which is only ~4% fewer.
So part of the extra development cost for the titles for 360/PS3 games is already built into the price which at the high end actually winds up being more profit for developers/publishers.
Wii games cost more than 5 million
In large part because MP3, though using a souped up engine and assets, is still basically MP1/MP2.
It's the same as Gears which while costing $10 million, is leveraging UE3 which cost at least $10 million to develop. I didn't factor in the UE3 development costs because those are considered already sunk.
I factored in risk. Not every title is AAA and a "guaranteed" sell. I brought up MP3 and Gears to illustrate that AAA can occur on the Wii while being substantially cheaper to develop, not to limit this discussion to only AAA games.