Just like the iTunes app store!laserbeam said:The fact that Nintendo can sell the same software total or mores with 60 titles instead of 6 just means more games are being enjoyed instead of the same worn out genre.
Just like the iTunes app store!laserbeam said:The fact that Nintendo can sell the same software total or mores with 60 titles instead of 6 just means more games are being enjoyed instead of the same worn out genre.
Nintendo gamers are a bit of bitches from what I can tell.poppabk said:I think more the problem is that there is an assumption that Wii only owners who are interested in these "hardcore" genres are starved for games and will therefore rush out and buy whatever game gets released.
Jokeropia said:Bionic Commando says hi. Capcom expected 1.5 million worldwide (more than any of the Wii games you're thinking of) and it sold 27K combined on 360 and PS3 in it's first NPD month.
Might just be the biggest bomb of the generation.
Not necessarily true. thats dependant on how you define "hardcore" I think one of the reasons why "hardcore" games haven't been doing so well is because this generation, the "hardcore" genre is FPS, and in an FPS, graphics do matter. I mean, no one likes to call themselves a graphics whore, but in a game where you see from a first person perspective, immersion is vital. In something like Mario Galaxy or Zack and Wiki the gameplay isn't dependent on feeling like you are there. In something like Bioshock or CoD on the other hand, the higher graphics afforded a greater sense of immersion.Yep 3rd party has done fine on the Wii. People are just expecting more "hardcore" games genres to do well on the Wii and that's not who's the main audience is. That's what the 360 and PS3 core audience is.
Lenardo said:the core gamer is a person -in my opinion- who likes to play games, be they console, pc, handheld, board, etc, graphics be damned, gameplay is where it is at.
The_Technomancer said:Not necessarily true. thats dependant on how you define "hardcore" I think one of the reasons why "hardcore" games haven't been doing so well is because this generation, the "hardcore" genre is FPS, and in an FPS, graphics do matter.
I mean, no one likes to call themselves a graphics whore, but in a game where you see from a first person perspective, immersion is vital.
In something like Mario Galaxy or Zack and Wiki the gameplay isn't dependent on feeling like you are there.
Now, I personally, would call Zack and Wiki pretty hardcore. That is one of the most difficult, brain-bending games I've played in years. But it is not what this generation calls "hardcore".
gerg said:So... everyone who plays game is a core gamer?
I worry that if you make the definition too broad, it loses value. The purpose of descriptors is to differentiate between distinct groups of people, so it seems dysfunctional to be able to place everyone in your immediate family under the same banner.
Xavien said:Perhaps the "Core" definition doesn't have much value in the first place, hmm?
dammitmattt said:I was just referring to The Conduit, but I guess it could apply to the genre as a whole on the Wii (minus Metroid Prime 3, which doesn't really fall into the genre anyway).
How can a genre be hardcore? I ask sincerely, and not to pick a bone specifically with you.
Hardcore is a label, and as such, is what people say it is. General opinion places games like CoD or inFamous (random examples) in the "hardcore" realm, while calling something like Wii Play hardcore would earn you derision from most gamers. It's all relative though. Again with Zack and Wiki, if you handed some random gamer Z&W in one hand, and inFamous in the other, and asked them to tell you which they considered hardcore, and which they considered casual, they'd likely call inFamous the hardcore game. The "mature levels of violence and adult themes" hardcore has floundered on Wii, to be sure. Other forms, maybe not so much.I don't understand how a label can function as an objective descriptor if it freely changes from year to year. We label things to differentiate between multiple objects - surely this label loses all value if it no longer acts clearly in this manner?
Its not, but in a game where you're supposed to be seeing through the eyes of your protagonist, it's more important to the atmosphere if the environment around you is more realistic. A first person platformer or a first person adventure would be similar; I just pick FPS because its so common. In CoD, the level of graphical fidelity really helps push the illusion that you're actually there. In Galaxy, feeling like you're there isn't really a concern.And how is the gamplay - ie. the game's mechanics and rules as verbs and rewards - dependent on immersion in a game like CoD or Halo?
My definition of hardcore and casual is based on sales. If it sells well it's a casual title, if it bombs it's a hardcore title.The_Technomancer said:Hardcore is a label, and as such, is what people say it is. General opinion places games like CoD or inFamous (random examples) in the "hardcore" realm, while calling something like Wii Play hardcore would earn you derision from most gamers.
Its not, but in a game where you're supposed to be seeing through the eyes of your protagonist, it's more important to the atmosphere if the environment around you is more realistic. A first person platformer or a first person adventure would be similar; i just pick FPS because its so common.
EviLore said:RED FACTION:GUERRILLA (360) 199.4K
Leondexter said:IGN has a combined platform top 10 list:
8.Red Faction: Guerrilla - 266,866
CultureClearance said:Of course, a big boost is likely next month with Sports Resort being released.
Danthrax said:you're off to a good start. =)Lenardo said:1st post for me
nice sales for TW10, love that game.
own the conduit, played the conduit, its a good game, Multiplayer is fun. hope it does well overall.
xs_mini_neo said:I no rite?
It's like the Wii is a plane and the HD twins are the twin tow--
too soon?
Considering your predictive abilities regarding The Conduit I would think you'd refrain from fanboy trolling until at least after RFG comes out on the PC and you (somehow) obtain the sales data for that platform.donny2112 said:Boy, it's a good thing that THQ axed jobs and poured additional millions into this game. I'm sure the people picking up unemployment checks are thrilled with the results of THQ's keen eye for fiscal responsibility.
The_Technomancer said:Hardcore is a label, and as such, is what people say it is.
I guess my point is that everyone has their own personal definition of hardcore, but if you tally up those opinions, you can arrive at something of a consensus (or at least a majority) by which to define it.
My original point being, there are quite a few third party titles that I personally consider "hardcore' that have done between good and great on Wii, but that might not fit other peoples definitions.
Its not, but in a game where you're supposed to be seeing through the eyes of your protagonist, it's more important to the atmosphere if the environment around you is more realistic. A first person platformer or a first person adventure would be similar; I just pick FPS because its so common. In CoD, the level of graphical fidelity really helps push the illusion that you're actually there. In Galaxy, feeling like you're there isn't really a concern.
Zachack said:Considering your predictive abilities regarding The Conduit
Zachack said:I would think you'd refrain from fanboy trolling
Zachack said:until at least after RFG comes out on the PC and you (somehow) obtain the sales data for that platform.
Sorry, wasn't quite clear there, and I apologize. There are subjective and objective labels. Saying something is blue is an objective label: it reflects certain wavelengths of light.gerg said:It's just that's like saying that "a chair is a chair except when it's not a chair". The statement, whilst not exactly meaningless, is empty. It tells us nothing.
But that definition can still be wrong. If you tallied up all the opinions of the American deep south in the 1950s (my geography is awful, so I apologise if this is wrong), you'd arrive at the consensus opinion that black people were inferior to white people. Does this make it right? The only way you can say "no" is if you agree to an external, objective standard against which you can evaluate the definition. We refer to an objective, universal system of "rights" when we say that, definitively, black people are not inferior to white people. Equally, to say that a game is "hardcore" or not presupposes the existence of objective "hardcoreness", so a relativist viewpoint seems self-contradictory. Point being: you can't say that anyone's definition is wrong.
Solution: find a definition that can fit all games.
Fair enough. Just want to point out that for some people, the visual fidelity of a game - in whatever genre - doesn't directly enhance their enjoyment of it. Sorry. This isn't really related to what you posted, so to bring this up was a mistake on my part.
This is exactly my point. There is no concrete definition of hardcoreness. Look back at my original post; I wasn't saying he was wrong. I was saying that his statement was subjective, and so therefore not "right".We refer to an objective, universal system of "rights" when we say that, definitively, black people are not inferior to white people. Equally, to say that a game is "hardcore" or not presupposes the existence of objective "hardcoreness", so a relativist viewpoint seems self-contradictory. Point being: you can't say that anyone's definition is wrong.
Since you have GTA4 PC sales data (including Steam) perhaps you could share the PC sales data for RF1 and RF2. Although the series has never really been a core PC franchise, it also never really was a core PS2 franchise, so I'm not really sure of the franchise interest on the PC, other than I'm willing to bet the RF franchise is less "console-branded" than GTA is.donny2112 said:The PC sales will save it? Really? :lol GTAIV sold 40K in December 2008 (its launch month). You think Red Faction: Guerrilla PC has a good chance of redeeming the sales from this month?
:lol
charlequin said:If you assume that all development companies have invested sole decision-making power in insane, frothing fanboys who would rather be caught dead than writing code for a Nintendo system and would therefore engage in drastically unprofessional behavior in order to "stick it" to Nintendo for daring to extend a hand of potential partnership then yes, it would not be a very effective strategy for Nintendo.
Zachack said:(including Steam)
Zachack said:other than I'm willing to bet the RF franchise is less "console-branded" than GTA is.
Would you consider someone who wins EVO or who can FC Hammer Smashed Face on drums hardcore?AstroLad said:It's pretty easy to me: Just count up how many systems someone owns (including a gaming PC, and even portables (not iphone though)) and you'll get a very good general sense of how hardcore a gamer someone is.
Now the most common rebuttal to that is for someone to say something like "I only own a Wii, but I play Mario Kart 80 hours a week, making more hardcore than everyone on GAF." To which I say, no, that's not "hardcore" as it is understood. That's simple obsessiveness. If you fetishize a single game or franchise, that's great, but that's not hardcore by any stretch.
AniHawk said:donny, you're yelling again donny.
EDarkness said:It's not like that at all. I believe the Wii's biggest problem to lie with how powerful it is. Nintendo had an interesting philosophy but I think given a choice developers would rather work on stronger hardware. That's how it's been and that's how they want to keep it. This creates this "hate" against the Wii since it's not all that powerful compared to it's competitors. Sure they're all about the money, I think it's pretty clear that devs would much rather work on something else than the Wii.
It's not that they hate Nintendo, but just don't want to work on the Wii specifically. I think that if the Wii was much more powerful, then we'd be having a different discussion. I highly doubt companies would be fighting against the new Nintendo Overlords in that scenario.
donny2112 said:I don't know. Is it 2051, yet?
gerg said:But that definition can still be wrong. If you tallied up all the opinions of the American deep south in the 1950s (my geography is awful, so I apologise if this is wrong), you'd arrive at the consensus opinion that black people were inferior to white people. Does this make it right? The only way you can say "no" is if you agree to an external, objective standard against which you can evaluate the definition. We refer to an objective, universal system of "rights" when we say that, definitively, black people are not inferior to white people. Equally, to say that a game is "hardcore" or not presupposes the existence of objective "hardcoreness", so a relativist viewpoint seems self-contradictory. Point being: you can't say that anyone's definition is wrong.
gerg said:My argument is that to create the type of environment that we're talking about - a seemingly best-of-all-scenarios case - would have required great sums of money on a large scale to engage in a risk that may not have even worked.
Vinci said:In truth, the biggest losers this generation are the 3rd parties and the reason is that they burned every bridge they could with the Wii till they finally turned it into a very inhospitable, alien, and risky place to go with their products.
Xavien said:Perhaps the "Core" definition doesn't have much value in the first place, hmm?
EDarkness said:I think given a choice developers would rather work on stronger hardware.
So what should they have done? Release RF: G in a buggy unpolished and unfinished state with little marketing? How many copies do you think they need to sell to break even anyway? I wouldn't be suprised if it ended up at 600-700k worldwide.donny2112 said:No fanboy and/or trolling involved. Just pointing out clear fiscal irresponsibility. THQ were idiots. The sales for Red Faction prove that out.
Fredescu said:So what should they have done?
Fredescu said:Release RF: G in a buggy unpolished and unfinished state with little marketing?
Fredescu said:How many copies do you think they need to sell to break even anyway?
charlequin said:But these two lines of reasoning are contradictory. If Wii was by nature a positive tabula rasa for third parties when it was first made available as a development platform, with the possibility of good publishing strategies making it into a third-party cash cow, then it wouldn't have cost Nintendo "great sums of money on a large scale" to bring this environment about -- only enough to produce some early successes that demonstrated that potential, after which publishers would follow the money. If the idea is, in fact, that it was in third parties' best interests to develop for Wii, it can't actually have been that difficult to prove that.
To resolve this contradiction, one has to assume a level of virulent hatred on the part of these third-party publishers that defies all reason -- to believe that this fault actually lies in the pocket of evil executives, hoist by the petard of their own illogical Nintendo hatred. There are people who have expressed, more or less, this particular semi-deranged position in the past, but I don't think either of you do so.
But that leaves me with the question: how else do you explain this contradiction? If Wii was a potential strong third-party platform, and the first-in-the-pool problem is what kept developers away, why wouldn't paying a few people to dive in -- then letting everyone else follow of their own accord when they see the water is pleasant and refreshing -- have worked?
onipex said:Nintendo went to Ubisoft to make Red Steel and it sold well. If Nintendo paid Ubisoft in anyway to make Red Steel to show that people would buy FPS on the Wii then they wasted their money.
Ubisoft didn't even follow up on Red Steel until this year and they knew the waters were warm. I think that it is possible that money could have increased the quality of third party output, but I think that crap software would return after Nintendo stopped paying.
Could THQ have made better decisions so they didn't have to axe employees and cancel projects in the first place? Yeah, probably. Once they'd got to that point though, I don't think saving Red Faction Guerilla was an "irresponsible" move given that the game is actually out, it reviewed quite well, and didn't flop.donny2112 said:Had extremely better processes in place so they could finish the game with the original budget instead of having to sacrifice other development teams/budgets to put out a game that likely wasn't going to be a blockbuster success. i.e. Be fiscally responsible. The thread I linked to had the THQ guy basically saying, "Look how good we did to slap on millions of additional development dollars as a band-aid for our mishandling of budgets in the first place."
Do what they can to quickly finish up the game with the budget they had and maybe sacrifice some of the presentation (i.e. the moneysink of this generation) in the process. Marketing has to be done. You can't just not market after spending that kind of money on the development of a game.
How many additional copies over what would've been sold before the jobs were axed would need to be sold to make the additional millions and lack of other projects to provide revenue worth it? Just a gut-estimate, I'd imagine the extra sales would need to be as much or more than all the copies they sold this month for it to be "worth it," and I seriously doubt the chances of that happening. If they poured additional millions into the game just to give it a chance to break even, THQ should just sell themselves to a smarter company, right now. That or completely rework how they plan, budget, and develop games.
donny2112 said:Boy, it's a good thing that THQ axed jobs and poured additional millions into this game. I'm sure the people picking up unemployment checks are thrilled with the results of THQ's keen eye for fiscal responsibility.
donny2112 said:Had extremely better processes in place so they could finish the game with the original budget instead of having to sacrifice other development teams/budgets to put out a game that likely wasn't going to be a blockbuster success. i.e. Be fiscally responsible. The thread I linked to had the THQ guy basically saying, "Look how good we did to slap on millions of additional development dollars as a band-aid for our mishandling of budgets in the first place."
Do what they can to quickly finish up the game with the budget they had and maybe sacrifice some of the presentation (i.e. the moneysink of this generation) in the process. Marketing has to be done. You can't just not market after spending that kind of money on the development of a game.
How many additional copies over what would've been sold before the jobs were axed would need to be sold to make the additional millions and lack of other projects to provide revenue worth it? Just a gut-estimate, I'd imagine the extra sales would need to be as much or more than all the copies they sold this month for it to be "worth it," and I seriously doubt the chances of that happening. If they poured additional millions into the game just to give it a chance to break even, THQ should just sell themselves to a smarter company, right now. That or completely rework how they plan, budget, and develop games.
Do you have a cite for this?dammitmattt said:No, they realized late in development that they had a B+ game and they could make into an A+ game with additional work.
Fredescu said:Do you have a cite for this?
Q: You've delayed titles too, holding back games for a couple of months for that extra polish or adding more solid elements?
Danny Bilson: This is the hard one, not shipping a game until it's ready. That's the mystery of the industry. A couple of companies can do that at the highest, most successful end of the spectrum. I would propose that if you're rebuilding from the bottom we can do some radical stuff, and that's what we're doing. Red Faction: Guerilla one of those, we pushed it four months to get it to quality and it's worth every penny. It's done by an excellent team that's able in four months to change the game.
bmf said:!
The question that GAF needs the answer to, and is also one that you can't answer is - are there many of you, or just few, and are your number growing, and will they continue to to grow?
Are you an exception, or part of a growing multitude that hasn't formed a community that GAF knows? I'd personally bet on the latter.
Thanks, there's some good stuff in there. It sounds like they want to head in the right direction, at least as far as creating quality games because it's quality that sells.dammitmattt said:From the original article that donny's link cited (by the way, donny, the original interview makes many of your points invalid):
charlequin said:But these two lines of reasoning are contradictory. If Wii was by nature a positive tabula rasa for third parties when it was first made available as a development platform, with the possibility of good publishing strategies making it into a third-party cash cow, then it wouldn't have cost Nintendo "great sums of money on a large scale" to bring this environment about -- only enough to produce some early successes that demonstrated that potential, after which publishers would follow the money. If the idea is, in fact, that it was in third parties' best interests to develop for Wii, it can't actually have been that difficult to prove that.
To resolve this contradiction, one has to assume a level of virulent hatred on the part of these third-party publishers that defies all reason -- to believe that this fault actually lies in the pocket of evil executives, hoist by the petard of their own illogical Nintendo hatred. There are people who have expressed, more or less, this particular semi-deranged position in the past, but I don't think either of you do so.
But that leaves me with the question: how else do you explain this contradiction? If Wii was a potential strong third-party platform, and the first-in-the-pool problem is what kept developers away, why wouldn't paying a few people to dive in -- then letting everyone else follow of their own accord when they see the water is pleasant and refreshing -- have worked?
No.freddy said:Just something for you guys to think about. You all talk of money-hatting games and/or giving incentives for developers to work on your system. What about the reverse?
Microsoft for instance is well known for their ruthless and predatory business tactics outside of the gaming world.
Now it's been mentioned that Microsoft and Sony have this core market. In fact, it could be said its all they have and are fighting over it. It would be disastrous if Nintendo started to eat into that customer base as well. I would do anything I could to stop that happening if I were MS or Sony.
So what do you think? Are MS and Sony actively dissuading/money-hatting developers or publishers from producing decent(or any at all) traditional/core Wii games?
freddy said:Just something for you guys to think about. You all talk of money-hatting games and/or giving incentives for developers to work on your system. What about the reverse?
Microsoft for instance is well known for their ruthless and predatory business tactics outside of the gaming world.
Now it's been mentioned that Microsoft and Sony have this core market. In fact, it could be said its all they have and are fighting over it. It would be disastrous if Nintendo started to eat into that customer base as well. I would do anything I could to stop that happening if I were MS or Sony.
So what do you think? Are MS and Sony actively dissuading/money-hatting developers or publishers from producing decent(or any at all) traditional/core Wii games?
ViperVisor said:Lets get out of the weeds.
I asked before. When and how should Nintendo of gotten some games secured for Wii?
As they were behind the scenes finalizing what to do after GC they were at a lower point than they had been at in 2 decades.
Like I said they now had the best competitor ever in the hand-held area. You just referenced how successful PSP has been.
360 was starting this gen post haste by doing the same thing as before but super charged. Sony would be doing the same with PS3. Companies had to put investment into making these new games and it had to be a lot to make sure you hit the finish line for the 360 launch. I don't know if people on the inside believed PS3 would hit its original release but that was right around the corner in 2006.
Fredescu said:It was more likely cancel or spend and release. They chose the latter.
Fredescu said:we simply don't have the internal knowledge required to know how much was already spent, how far along they were, how far along other axed projects were, which teams had the more viable future projects.
dammitmattt said:2. Pouring money into RFG might not completely pay off on day one, but it did contribute to the creation of an absolutely great game that many people are already calling the game of the year (myself included), and that extra care and detail is leading to great word-of-mouth that will ensure that it will have better legs than most similar titles
dammitmattt said:3. Because of #2, Volition will make much more on their planned DLC than otherwise, which will help pay for the additional development investment
dammitmattt said:4. You are not in a position to speak intelligently about how much THQ invested into RFG
dammitmattt said:That is what all companies should be doing, particularly in this environment.
dammitmattt said:You're making the false assumption that they sacrificed something IN ORDER to invest more into something else.
dammitmattt said:No, they realized late in development that they had a B+ game and they could make into an A+ game with additional work.
dammitmattt said:Didn't Miyamoto have a quote along the lines of "you only have one chance to release a game, so you might as well do it right, even if you have to suffer through delays"???
dammitmattt said:Nintendo is as bad as anyone at running over time and budget with their games.
dammitmattt said:I don't see you being critical of them for not having "better processes in place."
dammitmattt said:And you REALLY should at least read up on games before you start making assumptions like they put this money into the "presentation," or whatever you mean by that. RFG is already VERY light on story and other superfluous elements. It's almost ALL content, and what an embarrassing wealth of single- and multiplayer content it is.
dammitmattt said:Are you saying they should have skimped on the content?
dammitmattt said:That would have been a GREAT way to build a community and build loyalty for the sequel.
dammitmattt said:They're looking pretty ... smart with a massive hit right now (UFC)
dammitmattt said:and a sleeper hit.
dammitmattt said:They're also smart for cutting a lot of fat and becoming a more streamlined operation.
dammitmattt said:THEY ARE reworking how they plan, budget, and develop games. That's why they made the changes they made. It boggles my mind that you can't see this.
dammitmattt said:you picked the wrong target.
Fredescu said:It sounds like they want to head in the right direction, at least as far as creating quality games because it's quality that sells.
ksamedi said:The way I see it is that the reason a lot of 360 software sells so well is because they all are huge big budget games somehow. Developers cant develop cheap niche games for the platform so they either go all out and sell a lot of copies to make a healthy profit or they don't develop for the system at all. Its much too risky to develop for the HD platforms for Niche developers. Thats why all the middle to low budget games end up on the Wii and they all try to sell on a certain idea or gimmick. Some succeed, some don't. I really still believe the Wii has a good potential to sell a lot of big budget software but developers don't give it a chance.
Advertising is expensive. Lost planet cost $20 million to develop and $20 million to advertise http://members.forbes.com/global/200...rtner=yahoomag. Wii games aren't any cheaper to advertise, if anything they are more expensive to advertise (no xbox live friends list type of advertising).
But that wouldn't explain the lack of Wii versions of games like MW2, Prototype, Assassins Creed, UFC, Fight Night, RE5, Dead space, Mirrors Edge, or late ports like Rock Band. Advertising costs for 3 consoles instead of 2 not going to be significantly different, if done at the same time.damisa said:I'm going to suggest a new theory for 3rd parties not putting high budget titles on wii:
it's not cost effective and is too risky
poppabk said:But that wouldn't explain the lack of Wii versions of games like MW2, Prototype, Assassins Creed, UFC, Fight Night, RE5, Dead space, Mirrors Edge, or late ports like Rock Band. Advertising costs for 3 consoles instead of 2 not going to be significantly different, if done at the same time.
But making the game from scratch would still be cheap relative to the original HD version. I'm saying including advertising doesn't work when you have the potential for rolling the game out to a third platform. Plus a Wii version can still share assets directly (sound/music and voice work) or scaled down in the case of textures and models.DangerousDave said:Probably because you need to make a version from scratch, without being able to share any code or even resources with the HD versions, so it's nearly make the game from scratch.
Except if there is a PSP or PS2 version.