Granted, you get the "but its cheaperz to develops on teh Wii" arguments, but if low budget studios can make games like Breach and Blacklight Tango Down for HD consoles, High Voltage can do it.
That header text is very misleading.
Is success based on comparitive sales vs similar products
or
Is success based on profit.
I say profit personally. a product cannot make a profit and also be a failure.
P.S. I REGRET NOTHING!
I mean you have people that think you can add dual language options with a wave of the wand and that games like The Last Story would not change at all for going full-on HD on a PS3. Attached to reality these people ain't.
Games that cost less to make should cost lest to buy. a £20 game will see far more sales than a £60 game. Maybe at the right price your game would sell a million. or are you just gonna go with the old "highest price people will pay" routine?
what if ps3/360 were 40 dollars a piece. How many more releases during the cramped schedule months would people feasibly be able to pick up? Also 40 american plus tax isn't much to get together, it certainly seems less intimidating than 60+ tax.
if i put $100,000 grand into a game and make $200,000 back, thats a 2 fold profit, i made back what i put into it and some.
I don't know what console exclusivity has to do with it, but I agree that not every game needs to be a graphical powerhouse to be good. I wish more PS3/X360 devs realized this.
Games like Tatsunoko vs. Capcom didn't sell a million copies but Capcom confirmed the game was a success and the company didn't lose any money on it. No More Heroes 1 sold less than 400k copies yet it did well enough to spawn a sequel.However, other high quality games like Red Steel 2 sold only 270k copies so that was most likely a financial loss to Ubisoft.
The Wii's biggest third-party title is probably Monster Hunter Tri. The marketing campaign alone probably cost more than some other Wii titles.Yet the game was a success in terms of worldwide sales. However, Capcom expected better results despite how niche the franchise is overseas and being on a home console and not the PSP.
Games aren't much different from movies and TV where one or two blockbusters will pay for the other 90% of content. High Voltage shouldn't have their feelings hurt just because they're in that "other 90%."
Just sayin' that HVS need not worry about what people worry about. If they're making their bottom line, what's it to them? Just weighing in on their part makes it sound like butt-hurt. They want their 300k-titles-sold or whatever to be considered a "success" in media and by word of mouth. If that many units sold puts enough money in their bank, then why do they care? Blog articles and the words of naive gamers don't pay the bills for game developers.
Two quick notes:
- No More Heroes 1 sold 440,000 units.
- Just Dance 2 is the biggest third-party game on the Wii. It has sold over 5 million units worldwide whereas MH3 did around 600,000 outside of Japan.
@PEICanada7
The problem with your MadWorld example is that Sega Sammy is a publicly traded company. Thus, shareholders tend to get worried when their products don't meet the company's internal forecasts. Profit takes a back seat to in a case where a lukewarm reception from consumers or an overenthusiastic outlook by the publisher (or both!) causes products to come up short.
While it's true you don't need to sell a million units to be profitable on Wii, DS, PSP, 3DS, and also PC depending on your target audience, just to look "average" you need to sink millions of dollars into development on "HD" platforms.
Surely people in the industry haven't forgotten this most basic tenet of doing business: revenue - expenses = profit.
Keep up the subpar work HVS.
it's all about the costs. not everyone can make a multi million game and expect tremendous amount of sales. unless it's COD though that game doesn't cost millions of dollars. i feel that game only cost mere thousands.
Besides, going back to the obligatory Film analogy most of us use for gaming, if we looked at it the way most people/companies do then we wouldn't have more then 3-6 movies out a year - since not every movie breaks some preset benchmark. Plus when you flip it around games are priced at around 3x the current average movie price- and that price difference makes a huge difference when considering to go to either a few movies compared to buying one game.
Its nice to see a company with a cool head about this, I'm starting to get tired of the guilt trips we get when a game doesn't do "well" in a companies eyes.
should be,
"declaring that the industry wouldn't survive if such a belief were true."
just saying.
It's fairly common knowledge that your big AAA Wii titles cost between 5-10mil to make, develop, market and distribute. Most Wii developers make about $20 profit from each $50 game disc sold at regular price. So you do the math, a $10mil game need only sell around $670k to break even. To make a 20% profit, which is near the average gross profit margin of the video game industry, that game would need to sell about 600k copies. A PS360 AAA costs between 20-30 million to make, market and distribute. Developers for those consoles make around $15 per each $60 disc sold at regular price. So said game would need to sell around 2mil to break even and 2.4mil to reach the same 20% profit margin.
Now of course these numbers don't take into account games sold a lower than retail cost or used game sales, but the they should still give you an idea of what developers are looking at when deciding what system they want to make a game for as far as potential profit goes.

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