Author Topic: Marvelous Loses Money on Wii Projects  (Read 19249 times)

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Offline that Baby guy

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Re: Marvelous Loses Money on Wii Projects
« Reply #50 on: November 21, 2009, 09:24:11 AM »
AFAIK the rule of thumb is that you must sell 100k units for every million dollars you invested into the development.

Last I heard an average Wii game cost $10M.  It's tough to say what these games cost, but I think it's safe to say that nobody comes to market with a game (that's not Wiiware) and expects to sell only 100,000 especially with the Wii usesrbase at 50+ million and expanding at least 1+million a month.  This is a problem.  I know these are niche games, but unfortunately these are some of the better games to hit the Wii.

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There's a reason Iwata told people not to do pricedrops. I preordered NSMBWii from Amazon while all 360 games I bought were significantly below MSRP (most expensive was Brütal Legend at 55€, MSRP 70€, second was Prototype at 40€ and it goes down from there). That's in part because Nintendo also starts out with a saner price (40-50€ instead of 70) but also because you can be sure the price won't drop much.

I think first it's a general problem in our economy right now.  Look at other retail items.  It's I won't buy this until Thanksgiving sales, or after Christmas sales, or until the government makes a program incentivizing me to purchase something.  And I think in general consumers are still scared to purchase, job cuts are still coming in the areas I live.  I think my job is secure but the more businesses our area loses even I wonder when my business won't make enough to support itself.  So their is a problem in the environment right now.

However, having said that, I think your argument is more for digital distribution than companies not to decrease prices.  Nintendo has clought in retail.  While Excite Trucks is nary to be found at retail, most stores with have a few copies of Galaxy or Twilight Princess at $50, because they know when people buy a Wii these two titles have a good chance of being picked up as well.  Most developers don't have that luxury.  Retail in general wants to see turnover if they are holding your products.  So if a developer like Marlvelous takes this stand they can expect fewer sales to retail because retail doesn't want to gamble on sales. 

It also doesn't mean a sale won't occur.  Retailers often hold unofficial sales to get gamers in.  And it's sure with the games mentioned at some point the retailer is just going to decide to dump their product at whatever price they can get for the copies because they see 20+ new releases a week, they like the cycle of games sell for 6 months and then dump.  

Digital games don't have this issue.  It cost a fee to run a server, but to add one game to a server to hold available for download costs almost nothing.  So if 5 years after release someone downloads LKS or whatever, it's almost all profit.  A retail wouldn't hold a game for 5 years (without it continually turning I.E. Galaxy) because it takes up space for them to be selling something else to their customer that will turn.



Where'd you hear the "average" cost, and beyond that, and why would you think every developer expects over 100k in sales?  There are so many low-budget Wii games out there, it's incredible.

AFAIK the rule of thumb is that you must sell 100k units for every million dollars you invested into the development.

I think part of the problem with video games sales generally, and this probably affects 3rd parties the most, is that the consumer base knows that if they don't buy the game right away, it will drop in price--often radically--within a few months.

There's a reason Iwata told people not to do pricedrops. I preordered NSMBWii from Amazon while all 360 games I bought were significantly below MSRP (most expensive was Brütal Legend at 55€, MSRP 70€, second was Prototype at 40€ and it goes down from there). That's in part because Nintendo also starts out with a saner price (40-50€ instead of 70) but also because you can be sure the price won't drop much.

That might be to earn a million dollars in profit, providing a standard cost of game production, but 100k in sales generates four million dollars of revenue for a $40 game, and five million for a fifty dollar game.  While we don't know the actual production cost, we can expect that the game didn't cost as much as the typical game does, since they're lower budget niche games.  The shipping charges and the retailer's cut can't be too high, since they ship in bulk and the margins from new video games tend to be very low, hence why used games are GS's bread winners.  So, depending on the price sold, 100K would bring in somewhere around 3 million dollars of revenue, higher for a $50 tag, perhaps a little lower for a $40 one.

The issue becomes murky when there's multiple publishers in each region, like with many of Marvelous's game.  It's not clear who developed the game, from my perspective.  If Marvelous provided the development or payed for the cost of development, then I would believe that they'd have control of the license, and should have profited from selling said license to other publishers for other regions, too.  If they didn't, then, as a publisher, they would have had to bought the rights for whichever regioin they chose to publish in.  This is another place where bad business can enter into play, since buying over-valued rights would just be a mistake, and selling them under-valued would also be an issue.  Chances are, this is where the money would have had to have been lost, if anywhere, I suppose, because these games have sold enough copies across all regions that you'd expect a profit to be turned.

Anyways, a game I've spoken with a few developers about appeared on the Xbox360 initially, Jason Hillhouse, over at PixlBit is someone who worked on it, and I went to high school with another guy who was lead programmer.  The project was completely funded by their publisher, SouthPeak Games, and sold about 77k, according to VGChartz.  Last I had heard, sales of the game earned SouthPeak a few million dollars in profits, but that was from the last time I spoke with the guy I knew, and before SouthPeak even decided to port the game to the PS3.  While the game was no masterpiece, it still had a full story campaign and various online modes.  It featured a full voice cast, albeit of nobodies from a college town.  I suppose you could say I'm comparing what I know about that game to what we're being told about these from Marvelous, and I still don't believe things add up, given that knowledge.

Offline KDR_11k

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Re: Marvelous Loses Money on Wii Projects
« Reply #51 on: November 21, 2009, 09:32:45 AM »
I think it's safe to say that nobody comes to market with a game (that's not Wiiware) and expects to sell only 100,000 especially with the Wii usesrbase at 50+ million and expanding at least 1+million a month.  This is a problem.  I know these are niche games, but unfortunately these are some of the better games to hit the Wii.

What numbers does Atlus usually go for? D3P has a gigantic pile of games where selling 100k is a rare achievement (AFAIK the only Simple Series game to break the 200k barrier was EDF2).

However, having said that, I think your argument is more for digital distribution than companies not to decrease prices.

Digital distribution is niche and most people simply won't buy a game like that. You'd hurt your sales more than you could make up for with steady prices.

Offline KDR_11k

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Re: Marvelous Loses Money on Wii Projects
« Reply #52 on: November 23, 2009, 10:00:47 AM »
Well, I got Little King's Story after seeing it in a bargain bin for 20€ even though I don't really have space on my gaming schedule or any real desire for the game.

Offline SilverGrey

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Re: Marvelous Loses Money on Wii Projects
« Reply #53 on: November 23, 2009, 04:24:05 PM »
A retail wouldn't hold a game for 5 years (without it continually turning I.E. Galaxy) because it takes up space for them to be selling something else to their customer that will turn.

I agree with this, but just wanted to mention something weird that's bothered me for a few years.  The Walmart in the town where I went to college has 3 Gamecube games in the case with the Wii games that they are still selling for $50.  And these 3 games have been in there a while because I noticed them almost 3 years ago.  Does anyone have any idea how normal that is because I think it's very very strange. 

Offline Stratos

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Re: Marvelous Loses Money on Wii Projects
« Reply #54 on: November 23, 2009, 04:27:02 PM »
I saw a similar thing at a Target during the N64-Gamecube shift. There were a few N64 games that very nearly sat on the shelf to the Wii's launch. I think it may be some managers are cheap and won't discount the games and they may have figured that as time went by someone was bound to come by and get it. Demand and value for some old games does go up so maybe they used that logic.
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Offline SilverGrey

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Re: Marvelous Loses Money on Wii Projects
« Reply #55 on: November 23, 2009, 04:36:10 PM »
That makes sense.  And if I ever know of someone who's looking to buy a brand-new copy of Eternal Darkness.......I know just where to send them (if they want to spend $50 for it).

Offline Stratos

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Re: Marvelous Loses Money on Wii Projects
« Reply #56 on: November 23, 2009, 04:39:08 PM »
That makes sense.  And if I ever know of someone who's looking to buy a brand-new copy of Eternal Darkness.......I know just where to send them (if they want to spend $50 for it).

I saw a copy of Eternal Darkness among other games for sale a while back with a sticker on it that said 'Play's on Wii!'. I assumed at the time it was a re-release but maybe those were just old games with stickers to try and sell them off finally to the 'new market'.
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Offline SilverGrey

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Re: Marvelous Loses Money on Wii Projects
« Reply #57 on: November 23, 2009, 04:44:00 PM »
That makes sense.  And if I ever know of someone who's looking to buy a brand-new copy of Eternal Darkness.......I know just where to send them (if they want to spend $50 for it).

I saw a copy of Eternal Darkness among other games for sale a while back with a sticker on it that said 'Play's on Wii!'. I assumed at the time it was a re-release but maybe those were just old games with stickers to try and sell them off finally to the 'new market'.

Agreed.  I believe last time I checked to see if these games were still there (it's like a compulsion if I happen to be in town and at the Walmart) they also had those stickers on them.  I started laughing and the lost-looking mom next to me gave me a weird look.  I then offered to help her since she looked so lost and she seemed to like me better then.  I still think the 'Plays on Wii!' stickers are funny, but that's because I would probably stick them on Wii games to see if anyone noticed.

Offline Stratos

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Re: Marvelous Loses Money on Wii Projects
« Reply #58 on: November 23, 2009, 04:50:55 PM »
I understand that compulsion. I tend to go and look at game racks in stores to see what old games are still there. I did it with players guides as well but got bored of it. Now I also look at certain titles I am hoping sell well and trying to gauge if they are selling or not.

Sometime I'm tempted to buy those old last-gen games if it is a title I missed that I had wanted to get. On occasion the store caves and lowers their price. I know that the full NPD actually tracks ALL system game sales because I saw a complete leaked list once and at the bottom were old gen before last games selling 1-5 copies.
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Offline Chozo Ghost

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Re: Marvelous Loses Money on Wii Projects
« Reply #59 on: November 24, 2009, 10:57:45 AM »
A retail wouldn't hold a game for 5 years (without it continually turning I.E. Galaxy) because it takes up space for them to be selling something else to their customer that will turn.

I agree with this, but just wanted to mention something weird that's bothered me for a few years.  The Walmart in the town where I went to college has 3 Gamecube games in the case with the Wii games that they are still selling for $50.  And these 3 games have been in there a while because I noticed them almost 3 years ago.  Does anyone have any idea how normal that is because I think it's very very strange. 

Quite awhile ago, I read somewhere online on some blog or something about someone having seen brand new NES games for sale at Kmart for $40 and they asked the store if it was some mistake or something, and apparently it wasn't. This had to have been in the late 90s or early 2000s, so it was quite awhile ago, but that was still a weird time for new NES games to still be on store shelves. Considering they never lowered the price, that's probably why no one ever bought it. I doubt its still there on the shelves, but who knows?
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Offline that Baby guy

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Re: Marvelous Loses Money on Wii Projects
« Reply #60 on: November 24, 2009, 11:04:01 AM »
Stores would rather sell off assets for abysmal prices to liquidation companies than give customers a better value.  At least, inept stores that do things like that, I should say.  I'd imagine the Wal-Mart she mentioned has Oodama, Baiten Kaitos Origins, and some game that currently evades my mind on sale, still.  My closest Wal-Mart does, at least.

Offline KDR_11k

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Re: Marvelous Loses Money on Wii Projects
« Reply #61 on: November 24, 2009, 11:53:01 AM »
I'm wondering, what involvement did Marvelous have with LKS anyway? My PAL version shows splash screens for Red Star (the publisher on tons of niche Japanese games BTW, their mark is also present on games like Contact or No More Heroes), CING and Townfactory.

Offline Chozo Ghost

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Re: Marvelous Loses Money on Wii Projects
« Reply #62 on: November 24, 2009, 03:49:34 PM »
I think they are the publisher. Not sure... I've seen the Cing and some other splash screens on the startup too, but I don't really pay too much attention to that stuff.
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Offline Luigi Dude

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Re: Marvelous Loses Money on Wii Projects
« Reply #63 on: November 24, 2009, 04:27:39 PM »
I'm wondering, what involvement did Marvelous have with LKS anyway? My PAL version shows splash screens for Red Star (the publisher on tons of niche Japanese games BTW, their mark is also present on games like Contact or No More Heroes), CING and Townfactory.

Marvelous was the publisher in Japan.
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Re: Marvelous Loses Money on Wii Projects
« Reply #64 on: November 24, 2009, 05:24:10 PM »
Marvelous paid the bills.
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Offline Chozo Ghost

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Re: Marvelous Loses Money on Wii Projects
« Reply #65 on: November 24, 2009, 08:40:07 PM »
In any case, regardless of who made it, it is a decent game...
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Offline KDR_11k

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Re: Marvelous Loses Money on Wii Projects
« Reply #66 on: November 25, 2009, 03:11:30 AM »
Yeah, I'm just wondering if the European sales even give them much money.

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Re: Marvelous Loses Money on Wii Projects
« Reply #67 on: November 25, 2009, 05:07:41 AM »
Yeah, I'm just wondering if the European sales even give them much money.

Why would you say that? Is this a money matter with the value of the Euro vs Yen vs Dollar or are you considering the cost of making the game be PAL friendly?
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Offline KDR_11k

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Re: Marvelous Loses Money on Wii Projects
« Reply #68 on: November 25, 2009, 06:35:50 AM »
I mean because someone else published it here.

Offline Stratos

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Re: Marvelous Loses Money on Wii Projects
« Reply #69 on: November 26, 2009, 03:08:21 AM »
Ah, so that might explain why they didn't mention those numbers in this press release.
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Offline D_Average

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Re: Marvelous Loses Money on Wii Projects
« Reply #70 on: November 27, 2009, 12:34:34 AM »
Maybe Marvelous should take the Evony game ad approach to advertising.  I'm not into those types of games at all.  And I despise their lowest common denominator approach to advertising.  Yet.  I find the ads working.  I'm very closing to playing the game.  There's just something about those pictures, calling me, beckoning me, I don't want to disappoint t them.
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Offline Chozo Ghost

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Re: Marvelous Loses Money on Wii Projects
« Reply #71 on: November 27, 2009, 09:44:56 PM »
The only reason I got my copy of LKS is because I seen it on Amazon for a good price and it had really great reviews, so those two factors convinced me to get it. But I never seen any commercials for it, and probably wouldn't even have been aware of its existence otherwise.

See, that's the issue. I was able to find it and got a cool game, but 99% of consumers will never know this game even existed. You can't rely on word of mouth alone to sell a game, and word of mouth will only work if someone had actually knew about it in the first place.
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