PantherLotus said:
None of those are remotely AAA titles. All of them are significantly flawed in one way or another, had limited budgets, limited marketing, or limited dev time. Like I said, please refer to my definition of what AAA means. While some of them (including the non-mentioned NMH, Elebits, Dewey) are bound to become cult classics, every one of them are 2nd-tier titles.
I don't think there's any need to have a debate based on a tautological definition. If you define AAA to be awesome, high budget, high dev time, and well marketed, it's virtually impossible for the game to fail. Especially since "well marketed" is defined almost exclusively in hindsight relative to the exposure and sales of the game.
It doesn't matter how poor Capcom's marketing was, Zack and Wiki sold substantially less than it deserved to. I think when you look at the first year of the PS2, while overall software sales may be similar, the software is vastly more stratified.
Or to put it another way, I suspect Nights PS2 will outsell Nights Wii. Nights PS2 will have had a lower dev time, lower budget, and lower marketing. While Nights Wii reviews have been mixed, it's certain it doesn't have poisonously bad word of mouth (IE Seiken Densetsu 4, Tales of the Tempest) and so I'm not willing to interpret a lack of quality as the prime reason for the downfall.
Here's the point:
- On the PS2, a company could achieve high sales on a good game, a bad game, a big game, a little game, a well-marketed game, a poorly-marketed game, a long-term project, or a seasonal pumpout.
- On the Wii, a company can achieve high sales on a good game, a big game, a well-marketed game, and a long-term project.
This might seem like a positive change, but in practice devs are risk-averse and if they can't buoy their high risk titles with slop, they'll stick to the slop altogether.