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Nintendo E3 Site Opens: E3 Direct one hour long. Teases some games.

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Its good, but considering how much money they spent on that game (all-star team of game composers and a 100% orchestral soundtrack), I wonder if its enough.

It was marketed very well also. Collectible cards, a cartoon, demos in Best Buy, etc.

Fantastic game. It's a shame it didn't do better.
 
Its good, but considering how much money they spent on that game (all-star team of game composers and a 100% orchestral soundtrack), I wonder if its enough.

The game was more expensive (at least in Japan) than regular first party games. I don't think a few AR cards and the stand cost an extra 10 dollars (it's a $1 cheaper than NSMBU in Japan). Plus, the sales of the AR cards may have helped some.
 
It was marketed very well also. Collectible cards, a cartoon, demos in Best Buy, etc.

Fantastic game. It's a shame it didn't do better.

I wonder if part of the reason it didn't sell as well as it needed had to do with the alienating controls scaring some people away?
 
For what's basically a "new" franchise, that's not good; it's great.

it wasn't just any old game thrown together though, it was a huge development. project sora folded into nintendo afterwards. i've seen the game numerous times in budget sales. really can't find anything at all that points to it being considered a success.
 
I wonder if part of the reason it didn't sell as well as it needed had to do with the alienating controls scaring some people away?

Very possible. Also possible that the stand did more harm than good. I've put hours into the game and didn't use the stand once (although the controls did take time getting used to).

But for a lot of people, I wonder if they saw this game and said, "I have to play this with a stand?" Or if they saw the stand's inclusion as an admission that the controls were fundamentally broken?
 
The 1.05 million number is bad. It's actually 1.18 million.
Either way, the game deserves ten times more.


There might be other revenue sources involved with the game though. I'm not sure about the candies with the cards, but there's the Figma figures.
 
it wasn't just any old game thrown together though, it was a huge development. project sora folded into nintendo afterwards. i've seen the game numerous times in budget sales. really can't find anything at all that points to it being considered a success.

Over 1 million units for a 3DS game...

Knowing Nintendo's development practices, I can't imagine that wasn't profitable.
 
I wonder if part of the reason it didn't sell as well as it needed had to do with the alienating controls scaring some people away?

Its a shame, because the game doesn't really force you to play with the stylus. I beat the game just fine by using XYBA to target/move the camera.
 
I wonder if part of the reason it didn't sell as well as it needed had to do with the alienating controls scaring some people away?
Which makes me wonder whether Kid Icarus: Uprising is the perfect candidate for a (modern) HD port to Wii U, to take advantage of the dual analog?
 
wasn't really developed by nintendo

Yet the budget, marketing and principle development was almost assuredly entirely controlled by Nintendo.

1.18M units is probably 30-45M in revenue. Hard to see how the game could have cost that much, even with marketing. I doubt that even Skyward Sword cost that much to develop.
 
Which makes me wonder whether Kid Icarus: Uprising is the perfect candidate for a (modern) HD port to Wii U, to take advantage of the dual analog?

It is but it has not really been Nintendo's style to port games from one platform to another inside a generation.

I would totally play a Wii U Port of KI:U though. 3DS controls are too much for me to handle.
 
Yet the budget, marketing and principle development was almost assuredly entirely controlled by Nintendo.

1.18M units is probably 30-45M in revenue. Hard to see how the game could have cost that much, even with marketing.

I hope you're right. I don't want to have to wait 21 years for the next Kid Icarus. :P
 
Yet the budget, marketing and principle development was almost assuredly entirely controlled by Nintendo.

1.18M units is probably 30-45M in revenue. Hard to see how the game could have cost that much, even with marketing. I doubt that even Skyward Sword cost that much to develop.

i'm sure kid icarus: uprising cost more than skyward sword to develop. it was a huge game and a highly ambitious project, did you do any research into it at all? jesus, they probably spent double that 30-45M on advertising expenses alone
 
Pointer > stylus > dual analog

for me.

Game doesn't fit pointer, Stylus was pretty painful.

Gotta say, an HD version with dual analog support might actually let me like the game.

i'm sure kid icarus: uprising cost more than skyward sword to develop. it was a huge game and a highly ambitious project, did you do any research into it at all? jesus, they probably spent double that 30-45M on advertising expenses alone

Games like Halo 3 and Killzone 2 wound up costing Microsoft and Sony about 60M each, AFTER marketing. That's with new engine technology, early in a next-gen cycle.

I know Nintendo had massive advertising costs for stuff like Wii Fit. I'm finding myself doubting that they've ever spent that much on a real game.
 
Game doesn't fit pointer, Stylus was pretty painful.

Gotta say, an HD version with dual analog support might actually let me like the game.

Have you tried mapping the camera aiming reticule to X, Y, B, A? I know its clunky, but I got used to it and managed to get better at the game than I ever was using the stylus to aim.
 
i'm sure kid icarus: uprising cost more than skyward sword to develop. it was a huge game and a highly ambitious project, did you do any research into it at all? jesus, they probably spent double that 30-45M on advertising expenses alone

It's kid Icarus not GTA, I really doubt they even came close to 30M
 
You must really like david bowie..

i was on a kick when the next day released. it dropped off and only picked up again recently. i gotta get back into it. still haven't listened to two of his 90s albums, reality, heathen, or let's dance (or his less popular works like tonight and never let me down).
 
i was on a kick when the next day released. it dropped off and only picked up again recently. i gotta get back into it. still haven't listened to two of his 90s albums, reality, heathen, or let's dance (or his less popular works like tonight and never let me down).
I really dont even listen to him but I noticed thats 2-3rd time you posted one of songs in this thread

edit: actually thats 1 whole album
 
isn't the advertising expense in a game like GTA 150M?

how much you think it costs to make all of this crap

https://www.youtube.com/watch?v=AQFOXGs6cXs
https://www.youtube.com/watch?v=TOZN-WZ8kW4

airing commercials across three major territories, not to mention all of the other dozens of different forms of advertising they tried to get the word out about this game

Still would have been less than Skyward Sword, a game that took 5 years and input from at least 3 different Nintendo subsidiaries (NCL, SRD, Monolith) and an outside company (Digital Media Lab) to make and one of their flagship series with a marketing campaign involving Robin Williams and his daughter. No way in heck that Kid Icarus' budget outdid that.

Don't tell me 18 minutes of mostly cheapish looking animation cost that much. And even stuff like Paper Mario and Luigi's Mansion got those sort of CG commercials, too.
 
I really dont even listen to him but I noticed thats 2-3rd time you posted one of songs in this thread

oh i only posted heroes before low.

heroes, as an album, has catchier songs. low more or less a bunch of music without lyrics. i think that one's meant to be listened to the whole way through.
 
Still would have been less than Skyward Sword, a game that took 5 years and input from at least 3 different Nintendo subsidiaries (NCL, SRD, Monolith) to make and one of their flagship series with a marketing campaign involving Robin Williams and his daughter. No way in heck that Kid Icarus' budget outdid that.

Don't tell me 18 minutes of mostly cheapish looking animation cost that much. And even stuff like Paper Mario and Luigi's Mansion got those sort of CG commercials, too.

i don't believe skyward sword was in active development for 5 years. there is no 5 years worth of content in that game. the costs are also dramatically lowered because it's all in-house. kid icarus: uprising is outsourced work from what i'm aware. compare the credit rolls and i'm pretty sure kid icarus involved more talent.

i'm sure paper mario and luigi's mansion incur advertising expense, too. it is inevitable. advertising costs is beginning to cost just as much as game development nowadays, nintendo is not exempt from that. those animations might not cost much but you add all of the expenses together and i can see that easily doubling the 30M sales it supposedly made (which is probably highballing as well)
 
kid icarus:
-fully voiced (and throughout the game)
-larger box
-custom stand
-qr cards
-anime project
-television advertisements

it was a pretty fucking expensive game, especially for nintendo. they might have made profit on it, but i doubt it was a lot. those 3ds/vita game cards are expensive.

the combination of greater dev costs to produce games and the still-high cost of cards/carts are the things making dedicated handheld development difficult for third parties these days, and partially why the psp was so attractive to some companies despite the ds's much larger userbase. it was way easier to turn a profit with umds.
 
Oh c'mon. Who does really believe Nintendo would spend more than 30 mil. $ on a 3DS game? Yes, they sit on money but they're not insane.

In an excerpt from Marvelous Entertainment financial documents, Japanese gaming blog Hachimaki discovered that developing a game for the Nintendo 3DS might cost between 50 million and 150 million yen (approximately $600,000 - $1.8 million USD).

Even if Nintendo spent more than that, I don't think it would be more than 10 mil.
 
Oh c'mon. Who does really believe Nintendo would spend more than 30 mil. $ on a 3DS game? Yes, they sit on money but they're not insane.



Even if Nintendo spent more than that, I don't think it would be more than 10 mil.

lol there were like.. 120~150 people involved on kid icarus over 2.5 years. if it was like 2 million dollars, these paid professionals made about 5000$ per year. that's not including any of the voice work, localization, bug testing, support, rent, software tools, and all of the marketing costs. no way on earth. i doubt even games like Pushmo were this cheap. maybe Marvelous could do it if they were smart and frugal, but nintendo is too large to play around with cheap risks like that. quality costs money
 
lol there were like.. 120~150 people involved on kid icarus over 2.5 years. if it was like 2 million dollars, these paid professionals made about 5000$ per year. that's not including any of the voice work, localization, bug testing, support, rent, software tools, and all of the marketing costs. no way on earth. i doubt even games like Pushmo were this cheap. maybe Marvelous could do it if they were smart and frugal, but nintendo is too large to play around with cheap risks like that. quality costs money

Yes, I didn't say 2 mil. but more than 10-15 mil. seems insane to me. There are 2 possibilities:

1. Nintendo took a gamble and made no/little profit for this game to attract core gamers and die hard fans.
2. Nintendo didn't spend that much money and still made quite a profit.

We will probably never know but it seems ridiculous to spend 50 mil. on a 3DS game, that's how much PS360 exclusives cost.

Factor_5_dev_costs.jpg


I read on some website that 3DS development costs should be the same as for Wii. Even if Kid Icarus was a high budget game it still wouldn't cost that much.
 
lol there were like.. 120~150 people involved on kid icarus over 2.5 years. if it was like 2 million dollars, these paid professionals made about 5000$ per year. that's not including any of the voice work, localization, bug testing, support, rent, software tools, and all of the marketing costs. no way on earth. i doubt even games like Pushmo were this cheap. maybe Marvelous could do it if they were smart and frugal, but nintendo is too large to play around with cheap risks like that. quality costs money
not going to get into numbers, but I'd also imagine Sakurai's demands are law to Iwata, I doubt he'd want to ruin a relationship that has made and continues to make the company millions over a 3ds game.
 
Yes, I didn't say 2 mil. but more than 10-15 mil. seems insane to me. There are 2 possibilities:

1. Nintendo took a gamble and made no/little profit for this game to attract core gamers and die hard fans.
2. Nintendo didn't spend that much money and still made quite a profit.

3. nintendo does what nintendo does and they identify ideas for games that could be a hit, then fund them? that's been their entire business model as far back as i can remember. it isn't about aiming to create no profit or being cheap sp they can flip a quick buck, it's trying to find the next big thing and make it theirs.

Iwata said:
We are developing one product after another, and we are aiming to make each one of them an unexpected hit. Otherwise, we would not have spent more than 3 years developing "Tomodachi Collection." However, not all the software can be a hit like "Tomodachi Collection" just because we spend three or more years for their developments. Identifying such potentials is one of the most important jobs


dunno its lookin kinda fishy to me
 

nofunallowed.jpg


Still would have been less than Skyward Sword, a game that took 5 years and input from at least 3 different Nintendo subsidiaries (NCL, SRD, Monolith) and an outside company (Digital Media Lab) to make and one of their flagship series with a marketing campaign involving Robin Williams and his daughter. No way in heck that Kid Icarus' budget outdid that.

Don't tell me 18 minutes of mostly cheapish looking animation cost that much. And even stuff like Paper Mario and Luigi's Mansion got those sort of CG commercials, too.

How was Monolith involved with Skyward Sword?
 
How was Monolith involved with Skyward Sword?
according to an old post I found Keichi Ono (who directed disaster) was responsible for:

[Level Design/Stage Production] Responsible for field layout designs and implementating them with the toolset.

[Concept/Script/Production For Sub-events] Responsible conceptualizing sub-events, writing the text, and implementing them with the toolset.
 
according to an old post I found Keichi Ono (who directed disaster) was responsible for:

Huh. I know they're a first party subsidiary now, but still...weird.

Bingo...a Wii game, should have been and even though i did enjoy it, everything-control wise- would be better with the Wiimote...

If they do make a Kid Icarus sequel, I hope they find a way to incorporate Orcos from the Game Boy game.
 
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