DR2K
Banned
Gram Negative Cocci said:Mirror's Edge and Dead Space were huge sales disappointments. There, that is what happened.
Both of which are getting sequels.
Gram Negative Cocci said:Mirror's Edge and Dead Space were huge sales disappointments. There, that is what happened.
bigtroyjon said:That is still not how companies are valued. A companies value is it's stock price multiplied by the number of shares, has nothing to do with revenue directly although clearly that is something investors will strongly factor in.
If a company can cut costs, then revenues do not need to increase.
As opposed to what? You think b&m retailers would reserve shelf space for the next Breakout clone/match the numbers on these weird dice/Monsters (Probably) Stole My Princess?Cosmonaut X said:I think that's partly true - they're certainly moving there, but a lot of the developers are still struggling away on console/handheld development.
As for whether the move to DD for these kind of games is entirely desirable... I'm not sure. In principle, it should benefit smaller developers, and less polished, more experimental games - and you can certainly point to some notable successes - but I think the issue of limited audience for your titles raises its head. The number of people actually using their consoles online and buying DD titles is still a small percentage of the total userbase, so any dev moving Experimental Game X to DD is instantly limiting their audience and visibility.
DR2K said:Both of which are getting sequels.
Sho_Nuff82 said:Even without Steam and Unreal 3, Valve and Epic only work on a handful of franchises at any given time. Blizzard did so for years. Crytek has 3 ip at most in development. What a lot of the industry sees as "diversification" is really just publishers dumping their money into a large pile and setting it on fire.
The industry will contract to restore balance (as someone said above) long before it crashes.
Or was Activision supposed to finance half a dozen more Blurs hoping that Bizarre was eventually going to make that money back?
kame-sennin said:Stuff.
LosDaddie said:Thanks, but I have a good grasp on how the business world works. And yes, I own stock and know how their value is measured. That's exactly why I said the current business model needs to change. It's obviously not working. The philosophy of "Infinite Growth" is just not sustainable.
kame-sennin said:That has nothing to do with my post. My post was about the growth needs of large companies.
SlipperySlope said:Eh, we're already in the crash. Have you seen how many studios closed in the last year?
Things will stabilize, sure, but the industry will look much different than it has in the past. The number of studios is going to drop dramatically more than it already has.
Edit - I'm beginning to doubt that this crash is related to the recession. I think it's a self-contained structural failure of the industry.
I mean, how many other industries are showing less revenues than they did last year, during the "Great Recession?" All other industries I can think of are up from last year, most to the tune of 20%+.
Games are moving opposite the economy right now.
What does the market want?onipex said:I see the game industry getting worst before it gets better. I think what this generation showed is that game companies care more about their vision than what the market wants.
not sure..but it's not music games apparently'Azih said:What does the market want?
DR2K said:Both of which are getting sequels.
Azih said:What does the market want?
bigtroyjon said:They need earnings/share to grow, there are many ways for this to happen and none of them involve revenues increasing by a certain percentage of their value.
kame-sennin said:I don't see that publishers have the ability to change without taking huge losses.
ItWasMeantToBe19 said:Bionic Commando sold 27k so it looks like Vanquish might have sold worse than Bionic Commando. This is not good.
MiamiWesker said:I haven't found anything on Vanquish numbers. Why do you say this?
kame-sennin said:Also, this is kind of a derail from the point of the discussion i.e., publishers can not afford to invest in small games because only blockbusters bring in enough cash to meet their growth needs.
onipex said:I see the game industry getting worst before it gets better. I think what this generation showed is that game companies care more about their vision than what the market wants.
Leondexter said:Again, this is provably wrong. How much money has Brain Training made Nintendo? How profitable was Bejeweled? Or Uno?
Leondexter said:Of course they do. But the simple fact is that they won't. That, too, is engrained in the corporate world: if you're not losing money (and a lot of it), then keep doing what you're doing (but more so).
But the math here is relatively simple: we're making games that have to sell X units on average, at an average price of Y, to be profitable.
But our average release only sells A units, at an average price of B.
So if A times B is less than X times Y, change something.
We hear all the time how impossible it is to lower costs, but that's demonstratably wrong. The other possible solution is to increase sales, obviously. But we see all too often that a company will believe in a game enough to make it, but not enough to market it. When a (good) game is "sent to die", I always scratch my head.
Leondexter said:Again, this is provably wrong. How much money has Brain Training made Nintendo? How profitable was Bejeweled? Or Uno?
Brain Training hardly was a small game. The marketing budget alone was more expensive than the development costs of many games.Leondexter said:Again, this is provably wrong. How much money has Brain Training made Nintendo? How profitable was Bejeweled? Or Uno?
Gram Negative Cocci said:Mirror's Edge and Dead Space were huge sales disappointments. There, that is what happened.
They're competing with their own old games due to channel stuffing. The market is exploding right in their face because they release a sequel or spin-off every 12 months. Sega even had to pull their avalanche of shitty Sonic games from the shelves to fix this problem.:lolMooreberg said:The GamaSutra quote that LosDaddie posted pretty much sums it up. Publishers have to stop deluding themselves that every game has the potential to be the next Call of Duty. Even if the quality is there (and for some of the games that are under performing, it is) you need brand recognition. You also have to keep in mind that competing with a time sink game is difficult. Even with great reviews and good marketing, people know that splitting their time between five shooters that have leveling systems means they won't get very far in any of them. It is probably going to take a catastrophically poor COD game for people to hop off of that bandwagon. The annual releases don't seem to be a problem for most customers.
kame-sennin said:I Anyway, since you do understand the problem publishers are faced with, what is your suggestion for getting away from the blockbuster model while still maintaining their margins? From my perspective, I don't see that publishers have the ability to change without taking huge losses.
Warm Machine said:Sales disappointments means that they did not meet expectations not that they were not profitable products. That year EA had to cover massive losses due to cancelled projects and certain games not making their money back. Sales of Dead Space and Mirrors Edge were probably expected to cover those losses but it isn't the fault of either game that they didn't.
Enslaved is already officially at $40 and the game is only 1 month old. Competition is good for the gamers, but bad for the publishers.jmdajr said:Looks like Vanquish will be 30 bucks soon. I wanted to support Bayonet but I should have waited. It's like 20 bucks now.
dolemite said:Enslaved is already officially at $40 and the game is only 1 month old. Competition is good for the gamers, but bad for the publishers.
LosDaddie said:The industry will be fine once it figures out what the market actually wants. Devs & pubs are, unfortunately, still finding this out, IMO. The business philosophy of "Infinite Growth" is just not sustainable.
I think Gamasutra hit the nail on the head:
The business model needs to change (obviously). Every game cannot be projected (on a budgetary basis) to have multi-million unit sales, or else it's a bust. That's unreasonable and financially unhealthy. Just because $60 is the standard doesn't mean every game needs to be that price. DLC has been nice, but I think it's time publishers start experimenting with pricing as well. Let's see how a movie-licensed game fares at $40 initially, or maybe how an annual game, like NCAA Football, performs at $40 too.
The market has expanded to the point where having smaller teams develop smaller games for XBLA/PSN/MobileDevices can be profitable. Again, the business philosophy of "Infinite Growth" is just not sustainable. Not every game is going to be a AAA / blockbuster game with CoD/Halo-level sales.
I didn't say it was dead, I said the heyday was over. And I'm not sure Cut The Rope is a particularly good example of experimentation; I'm about 2/3 done with it and only rarely has it actually combined puzzle concepts from other games instead of just replicating them.LCfiner said:I disagree. small teams can still have big hits on the App Store with unique titles. and there's still new stuff coming out. Heck, Cut The Rope is a good example. there's all sorts of swiping, tapping and unique interaction models in that game that we hadn't seen combined before.
Again, I'm just saying that it's slowed down. Scrolling through the top 25-50 paid games doesn't reveal a lot of serious innovation or experimentation. Or games selling for more than $5.just because EA and id are now in the game, doesn't mean that unique titles aren't being made (and discovered)
I'm having a hard time thinking of a lot of recent experimental titles on the DS, at least in the US. I would certainly hesitate to argue that the DS/PSP hold any particular grasp on innovation over the various DD services.edit: and, expanding the scope further, you responded to a post that said that ALL handhelds have some experimental titles. not just iOS stuff. i think that's certainly true. The DS has some really unique retail titles.
Looks like Enslaved did slightly better than Vanquish.Blast Processing said:I don't know if it's fair game to post here or not, but @creamsugar tweeted what looks like some interesting sales rankings, and if I'm reading it correctly, Castlevania did pretty well amongst the bomba division.
Blast Processing said:I don't know if it's fair game to post here or not, but @creamsugar tweeted what looks like some interesting sales rankings, and if I'm reading it correctly, Castlevania did pretty well amongst the bomba division.
Spiegel said:It seems so. Probably between 200k and 224k?
I hope Konami will let MercurySteam do the sequel. The game was made by a small team (by HD gaming standards) and outsourcing it here in Spain must have been cheaper.
so what's that put vanquish at, 60k or something combined?Chris1964 said:creamsugar twitter
cps3>nps3>wp>wk>c360>n360>rb360>rbps3>eps3>wnj>pesps3>e360>vps3>wf11>v360>wrb>pse360
^^^
Castlevania PS3>Naruto PS3>Wii Party>Kirby Wii>Castlevania 360>Naruto 360>Rock Band 360>Rock Band PS3>Enslaved PS3>NBA Jam Wii>Pro Evolution Soccer PS3>Enslaved 360>Vanquish PS3>FIFA 11 Wii>Vanquish 360>Rock Band Wii>Pro Evolution Soccer 360
ghst said:so what's that put vanquish at, 60k or something combined?
Chris1964 said:creamsugar twitter
cps3>nps3>wp>wk>c360>n360>rb360>rbps3>eps3>wnj>pesps3>e360>vps3>wf11>v360>wrb>pse360
^^^
Castlevania PS3>Naruto PS3>Wii Party>Kirby Wii>Castlevania 360>Naruto 360>Rock Band 360>Rock Band PS3>Enslaved PS3>NBA Jam Wii>Pro Evolution Soccer PS3>Enslaved 360>Vanquish PS3>FIFA 11 Wii>Vanquish 360>Rock Band Wii>Pro Evolution Soccer 360
shame. for a maximum console third-person 'em up, it didn't seem entirely without merit.mugurumakensei said:VPS3 + V360 < 50k
iammeiam said:Is PS3 outselling 360 on multiplat titles a common thing now? I thought it usually went the other way, but here it's PS3 on top for Castlevania, Enslaved, PES, Naruto, and Vanquish.
Ceebs said:I really feel that the PC market has really figured out where a sweet spot is in terms of budgets matching expecting sales. You have your Blizzard and Valve games that will sell truckloads so budget is not an issue there. Everything else is budgeted to be profitable despite selling under 500K. You do not get the production values of your typical 50 million dollar console game, but the hardcore playerbase has seemingly gotten on board with the style of PC exclusives being made today.
Dr. Zoidberg said:It was widely known that the PS3 version of CV was the superior version. When the two versions are equal (i.e. no performance problems or exclusive stuff) or 360 is superior, the 360 version usually comes out on top.