SneakyStephan
Banned
Rather a delay than a bugged game.
But it's ubisoft, so we just get a delayed bugged port with horrendous DRM.
But it's ubisoft, so we just get a delayed bugged port with horrendous DRM.
Right. Because it's not a pretty much documented fact that there is a lot of piracy on PC, and very few on XBLA? Especially for a strictly single player title like that one, why would (some) people pay for it when they can get the full experience for free?angular graphics said:People that looked forward to buying this on the PC: a lot
People that will buy it now: very few
People that now will pirate it or buy it for $3 on a sale: a lot
Source: my ass, just like you.
Papercuts said:Shitty of them to delay it like that, but I found it odd that it would release day and date with a Summer of Arcade game in the first place. Atleast it's a short wait if you don't have a 360.
Papercuts said:Shitty of them to delay it like that, but I found it odd that it would release day and date with a Summer of Arcade game in the first place. Atleast it's a short wait if you don't have a 360.
PjotrStroganov said:And if you do have a 360 it's the same. Who's going to buy the inferior version when the other option is a few weeks away.
Blimblim said:Right. Because it's not a pretty much documented fact that there is a lot of piracy on PC, and very few on XBLA? Especially for a strictly single player title like that one, why would (some) people pay for it when they can get the full experience for free?
As for the many people who wanted to buy this game on PC and are going to boycott it over a 3 weeks delay, that's just ludicrous. There is a VERY vocal minority of self entitled PC fans who are always clamoring over something or another because they think the devs somehow owe them something. Guess what? Devs (but mostly especially publishers) go where the money is, not where there are the most vocal whiners.
Trine is making profit, it surpassed the break-even point a while ago. This is in many ways thanks to Steam where we self-published Trine.
Do we regret working with Microsoft? said Morris. No, but its unlikely well work with them again they make you work harder on the production value, but they dont back it up with sales.
Referring to the Xbox Live Arcade ports of Darwinia and Multiwinia, Morris remarked: XBLA were good to us and put us in the deal of the week, but it had no impact. Steam promotion was an order of magnitude better.
"I don't know whether it was because most people had already played Zeno Clash on PC, or that the console game launched a year later, but we definitely had much stronger sales on PC than on Xbox 360," Bordeu revealed. "It hasn't sold nearly as well."
In an interview with Pocketful of Megabytes, Team Meat revealed that Super Meat Boy has sold 600,000 copies across both Steam and Xbox Live -- quite the jump from the 400,000 figure the game was approaching back in February. Sales on Xbox Live are close to 200,000, while Steam leads with nearly 400,000.
oh everything we make will always also be on pc
We are pleased to announce that Zeboyd Games has already made more revenue in less than a week on Steam than we have in over a year and a half on the XBox Live Indie Games service.
We can't (and won't) give out sales figures. But, yes, it has made a profit for us - cash starting to flow through to Teotl Sold very well in the Steam Christmas sale, happily.
Last little announcement: Recettear has now, to date, sold more than 140,000 copies. And it's still selling. #AX11
Without pulling any punches, I can say with certainty that if it weren't for Steam, there would be no Tripwire Interactive right now.
Since each copy of Garry's Mod sells online for $9.99 that means the game has generated over $3 million in revenue since it became a commercial product.
2006: (Only December really)
2007: (First full year)
2008: +30%
2009: +31%
2010: +33%
Last year we sold over twice as many copies than in 2007!
When counting all online sales as well a the Russian retail copies, we have now sold almost 200, 000 units! This is a tremendous amount and more than we ever thought we would. Our "dream estimates" before release was something around 100k, and to be able to double that feels insane.
With these figures at hand, we must confess that it gives us new confidence for the PC. The sales that we have had (and are having) are more than enough to motivate developing a game with the PC as the main (and even only) platform. Based on what we have seen, the online PC market is just getting bigger and bigger, and we are convinced we are far from the end of this growth. We think that other developers that consider making their game exclusive to a console might want to think again.
By July 2011, we had sold almost 350,000 units, which was really surprising for us all. We can now, for the first time in our lives, get proper salaries - the future looks very bright indeed!
Stallion Free said:It will be interesting to see if Blim can counter that.
Indeed. Now that is how you back your point up!Stallion Free said:It will be interesting to see if Blim can counter that.
That was beyond thorough, it was meticulous.Lyphen said:I rarely see such thorough destruction. Hang your head in shame, Blimblim.
mxgt said:Microsoft money hatting to keep it exclusive for 3 weeks maybe?
Totally bummed now, was really hyped for Wednesday
Neither. Clearly the console audience is nothing but Xbros, while the PC audience is just a bunch of filthy pirates.dragonelite said:Now the question is what platform gave them more profit/revenue?
Selling 300k at $1 will not help if you sold 100k for $5 on other platform.
The surprise comes from them announcing that it would announce simultaneously for both platforms, but then reneging on it three days from release.watership said:Doesn't every Summer of arcade game have to agree to be exclusive for a time in order to get into the promotion? I'm not surprised at this.
Edit: beaten, often.
dragonelite said:Now the question is what platform gave them more profit/revenue?
Selling 300k at $1 will not help if you sold 100k for $5 on other platform.
Torraz said:Well it also depends on the cut that companies take for use of their platform.
Steam was rumored around 30%, right? Any ideas regarding microsoft?
Papercuts said:Shitty of them to delay it like that, but I found it odd that it would release day and date with a Summer of Arcade game in the first place. Atleast it's a short wait if you don't have a 360.
I'm willing to bet it's not due to SoA, because that contract would have been hammered out weeks ago, it wouldn't change 3 days in advance.watership said:Doesn't every Summer of arcade game have to agree to be exclusive for a time in order to get into the promotion? I'm not surprised at this.
Weenerz said:And just like that, I will not be buying this game. Shitty developers that cater to consoles when tons of PC gamers want their game do not get my support.
Haha cute argument, but very wrong. Digital sales on XBLA cap out at 200k often (you could even call it well documented), Steam has a much wider reach for many titles as above.Blimblim said:Right. Because it's not a pretty much documented fact that there is a lot of piracy on PC, and very few on XBLA? Especially for a strictly single player title like that one, why would (some) people pay for it when they can get the full experience for free?
As for the many people who wanted to buy this game on PC and are going to boycott it over a 3 weeks delay, that's just ludicrous. There is a VERY vocal minority of self entitled PC fans who are always clamoring over something or another because they think the devs somehow owe them something. Guess what? Devs (but mostly especially publishers) go where the money is, not where there are the most vocal whiners.
Torraz said:Well it also depends on the cut that companies take for use of their platform.
Steam was rumored around 30%, right? Any ideas regarding microsoft?
As independents it's more like 15-20% I think on Steam. Can't cite it.angular graphics said:MS' is 30%, Steam's is reported by Forbes to be 30% as well: http://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem_2.html
But I've heard from an indie dev that the cut for indies is actually much much lower, although he couldn't tell me exactly how much because of the NDA.. I don't know if it's true, but that's what I've been told.
watership said:What's going on in this thread? Madness. Limiting yourself to one platform of choice everyone is going to have to deal with this. Are you not used to this by now?
angular graphics said:MS' is 30%, Steam's is reported by Forbes to be 30% as well: http://www.forbes.com/forbes/2011/0228/technology-gabe-newell-videogames-valve-online-mayhem_2.html
But I've heard from an indie dev that the cut for indies is actually much much lower, although he couldn't tell me exactly how much because of the NDA.. I don't know if it's true, but that's what I've been told.
Nabs said:Don't you need a publisher on XBLA? That could take a decent slice of your profits.
Kafel said:lol @ the red-faced junior with his quotes concerning PC tailored titles and XBLIG games, plus all of this doesn't say much about the head start piracy has on PC
the goggles, they do nothing
Kafel said:lol @ the red-faced junior with his quotes concerning PC tailored titles and XBLIG games, plus all of this doesn't say much about the head start piracy has on PC
the goggles, they do nothing
360 games typically leak 1-2 weeks before PC. Sometimes more.Kafel said:lol @ the red-faced junior with his quotes concerning PC tailored titles and XBLIG games, plus all of this doesn't say much about the head start piracy has on PC
Stallion Free said:360 games typically leak 1-2 weeks before PC. Sometimes more.
Kafel said:lol @ the red-faced junior with his quotes concerning PC tailored titles and XBLIG games, plus all of this doesn't say much about the head start piracy has on PC
the goggles, they do nothing
angular graphics said:mirror