Super Meat Boy: 400k, 3DS (?), WiiWare version cancelled, retail edition and more

Father_Brain said:
Well, I guess everyone has to eat crow sometime. Too bad the Retro City Rampage guy isn't doing a Steam version, since it's all but inevitable that the WiiWare version won't do too much for his bottom line.

Haha. In my defense, their complaint boils down to the fact that they were promised precisely the kind of sweet deal I described and they felt like they didn't get what they signed on for!

(Also, I mean, it's not like they were signing away something valuable like the ability to release the game on Steam.)
 
Jtyettis said:
Edit: Currently 171K on the 360 leaderboards so if they are approaching 400k with the $2.50 Steam sale it couldn't be too much more as far as out grossing it either.

It probably didn't bring in a tremendously greater amount of gross revenue on Steam, but given the best data we have access to their cut per sale ought to be almost twice as high on Steam as it is on XBLA.

Jtyettis said:
It's a crock though because it was marketed all over XBL.

This story (or similar comments along the same lines) was reported earlier and it didn't mention any absolute claims of "the game never showed up on the dashboard," but more that the marketing side was extremely unsupportive and the Game Feast promotion as a whole was underpromoted (which I think is definitely accurate, compared to the Summers of Arcade.)
 
I think Game Feast was a poorly-timed XBLA event. It was only about two months after the much bigger Summer of Arcade promotion, and it was announced only weeks prior to existing. Summer of Arcade is great because it happens right before the huge blockbuster releases, but the fall and winter periods are full of competition, so that was probably a concern.

It feels like XBLA promotions are being too heavily used. It'll dilute the games in each promotion rather than benefit them. Of course, Summer of Arcade will still appear great, but I think a number of gamers are simply shrugging their shoulders until then.

---

As for no Wii release, I saw this coming. WiiWare was their venue, Nintendo would not budge the size cap, but on the flip side, Team Meat got promotions from them and support when they wanted Aether and Meat Boy brought to WiiWare. I do feel that Nintendo might be a little peeved that they are not getting the game, though. I expect Team Meat is working on a 3DS title specifically right now to compensate. They did say they wanted to make a handheld game next (and not a touch-screen-only one, too). I somehow doubt SMB is coming to 3DS, but something unique instead. And frankly, I hope it is something different; I'm not going to finish either version I downloaded, so what's the point of buying another version of the game I'll get into a dead-end with?

The biggest hurdle for them now is trying to ensure Nintendo fans don't essentially turn their backs from them. They have done it before.
 
nckillthegrimace said:
I'm going to go out on a limb and guess that the 3DS store will have a higher limit because games can launch directly from the SD card (which isn't the case with the Wii) and because users can put in whatever size SD card they want.

You can launch games directly from the SD card on the wii. They fixed that a couple of years ago
 
I wasn't planning on getting the Wiiware version anymore but it's kind of sad. That's where I learned about the console ports and wanted it the most.
 
Sad to read that it didn't meet expectations on the xbox. But this kind of game is not for everyone I guess, most probably tried the demo and were turned off by the unforgiving/super-responsive meat boy controls and didn't wait around for them to become second nature.
 
Leon S. Kennedy said:
You can launch games directly from the SD card on the wii. They fixed that a couple of years ago
No, the system copies the file to the main memory and then launches from it. It's a retarded system and totally unnecessary, as homebrewers can launch multi-GB games from an SD card. As for the 3DS, seems to have 2GB of memory and is able to exe code directly from the SD card.
 
charlequin said:
Four years ago, XBLA was the place to be for developers with small-scale projects like this -- great royalty cut, a guarantee of tons of exposure, and a position in the $5-15 DD marketplace with the most attention from interested gamers. Steam's just managed to put up a value proposition that's much stronger now, while Microsoft has retrenched somewhat (reduced royalties, reduced sales through price inflation, etc.)
Look at how you've predicated that statement, though - four years ago. In that time, Steam and even places like Impulse and Gamersgate have proven themselves to be equally strong alternatives to the console digital distribution, even when it comes to promotion (something PSN and XBLA have continued to shit the bed over). It makes no sense to me that with an indie market thriving on PC and the huge gap between the hits and the misses on XBLA that you continue to see many indie teams shunning that market. How do you continue to get scenarios where Twisted Pixel - easily the most prolific and qualitatively best XBLA-exclusive teams - struggles to sell 50,000 copies of their latest game when Splosion Man and The Maw did far bigger numbers, or where Costume Quest and Stacking were given conditions that they need to do well on consoles before a PC version can happen and then they only do okay? It seems like console DD only seems to be getting both worse and far more dangerous for developers, but no one either notices or cares.

Ken Masters said:
will this ever come to mac steam?
They're going to do the Mac client as soon as they finish the level editor.
 
Super Meat Boy was easily my favourite game of last year, despite all the big name games that came out. My interest in the 3DS is pretty low, mainly due to the fact that there are no interesting games out there for it. If Super Meat Boy was adapted, or a sequel made, for the 3DS then I would easily pick the system up. Here's hoping!
 
charlequin said:
It probably didn't bring in a tremendously greater amount of gross revenue on Steam, but given the best data we have access to their cut per sale ought to be almost twice as high on Steam as it is on XBLA.



This story (or similar comments along the same lines) was reported earlier and it didn't mention any absolute claims of "the game never showed up on the dashboard," but more that the marketing side was extremely unsupportive and the Game Feast promotion as a whole was underpromoted (which I think is definitely accurate, compared to the Summers of Arcade.)

If MS is still getting 70/30 then yes that probably is the case. What kind of share does Steam get by the way? I have no clue myself. Still terrible they(MS) do get that much. As far as Game Feast yes it was lacking, but those adds went well beyond game feast and more importantly were the eye catching ads with the high review ratings with them in multiple places during the day. At 171k between now and it's release they probably could not have done much better unless an already established IP or part of the Summer of Arcade releases. I doubt anything new has outsold it during that time frame either.
 
I AM JOHN! said:
Isn't it the other way around - 30 for Microsoft and 70 for devs?

I always thought it was the other way around for MS published and marketed titled. Not too bad if the that was the case.
 
Is Super Meat Boy even going to work that well with the 3DS's pathetic 400x240 screen resolution? The camera was zoomed out pretty far in a lot of the game's levels.
 
I AM JOHN! said:
They weren't able to find someone willing to publish a retail Wii version. They were able to find someone to distribute a retail PC version, as tons of indie developers whose games were primarily distributed through digital distribution before them have. This isn't that difficult a concept unless you're just intentionally blind to the way PC games have worked for years.

In other news, I am surprised and saddened that it underperformed on 360. I was just thinking about this today when going back to that thread Rlan made a while back about how well all the XBLA stuff has sold as of the end of 2010 - the console digital download services seem like fucking hellholes compared to Steam and comparable PC services, places where if you're not breaking the bank you're in the toilet (what's up, Fret Nice?). How do you get yourself into a position like Double Fine did with Stacking and Costume Quest where you're throwing out that market that's probably going to do way better for you?

Not sure how really true this is overall though. I happen to know some PC indie devs and man is that ever a competitive place right now. There are tons of really solid PC indie games that don't happen to get Valve's attention and make it into a Steam indie holiday pack that sell three figures worth of copies. If anything it seems a little more boom or bust than XBLA, at least XBLA seems to have a minimum number of sales that most games get. While in PC land you can go like Minecraft, or but you can also get totally passed over if you never get highlighted by one of the big DD services.
 
So did SMB actually underperform on XBLA in terms of sales or did the Gamefeast promotion underperform in relation to what was promised? Most of the quotes seem to indicate the latter.
 
Jtyettis said:
What are they kidding SMB was marketed all over XBL during holidays. Everywhere I looked it was in your face.

Edit: Currently 171K on the 360 leaderboards so if they are approaching 400k with the $2.50 Steam sale it couldn't be too much more as far as out grossing it either.

It was never below $10 as far as I know on XBLA to date.

I think a lot of people have pointed out by this point that the game was never $2.50 on steam, but I also thought it was worth noting that 171k on leaderboards doesn't mean 171k sales. You can have more than one gamertag playing a single purchase on a console.
 
kswiston said:
I think a lot of people have pointed out by this point that the game was never $2.50 on steam, but I also thought it was worth noting that 171k on leaderboards doesn't mean 171k sales. You can have more than one gamertag playing a single purchase on a console.

Either it was $2.50 or not as part of LTD sales adding to this approaching 400k, but it was also pointed out it was $3.75 3 weeks after release either way.
 
This writeup of the GDC panel goes into quite a bit more detail on some of these subjects, BTW.

Leon S. Kennedy said:
You can launch games directly from the SD card on the wii. They fixed that a couple of years ago

Nope. You can launch games that are on the SD card, but they're actually copied to the built-in storage and launched from there.

Letters said:
Sad to read that it didn't meet expectations on the xbox.

In fairness, in the panel writeup it talks about "how well the game has done" in its XBLA sales, they just felt like it was no thanks to the Microsoft marketing people who sabotaged its performance.

I AM JOHN! said:
Look at how you've predicated that statement, though - four years ago. In that time, Steam and even places like Impulse and Gamersgate have proven themselves to be equally strong alternatives to the console digital distribution, even when it comes to promotion (something PSN and XBLA have continued to shit the bed over).

I... agree? That was kind of my point? Steam is drinking XBLA's milkshake. It's just that it's really only in the last year or so that this new relationship has really been clear enough to say it's the new status quo.

Jtyettis said:
What kind of share does Steam get by the way?

Not confirmed anywhere, but widely rumored to be a 30% cut.

I AM JOHN! said:
Isn't it the other way around - 30 for Microsoft and 70 for devs?

Hahaha, nope. They literally halved the developer royalty for games published by Microsoft (reportedly from 70% to 35%) several years ago; the developers of N+ gave a somewhat-drunken interview where they bitched about it.

TheFightingFish said:
There are tons of really solid PC indie games that don't happen to get Valve's attention and make it into a Steam indie holiday pack that sell three figures worth of copies.

Whatever one's feelings about Steam's inclusivity, they're far far more egalitarian with their promotions (and their inclusion of titles on the service to start with) than Microsoft.

If anything it seems a little more boom or bust than XBLA, at least XBLA seems to have a minimum number of sales that most games get.

Sooooo not true. Lots of XBLA games doing literally four digits in sales. Rlan's thread showed a few games like Path of Go with literally less than five hundred leaderboard entries.
 
I can't wait for the stories of frustrated gamers breaking their 3DS thanks to this game.
 
TheFightingFish said:
Not sure how really true this is overall though. I happen to know some PC indie devs and man is that ever a competitive place right now. There are tons of really solid PC indie games that don't happen to get Valve's attention and make it into a Steam indie holiday pack that sell three figures worth of copies. If anything it seems a little more boom or bust than XBLA, at least XBLA seems to have a minimum number of sales that most games get. While in PC land you can go like Minecraft, or but you can also get totally passed over if you never get highlighted by one of the big DD services.
I don't want to sound like I think PC is some promise land of sales and money for indie devs whereas being on console is a recipe for disaster, but even in the last year it feels like the PC breakout success stories have been pretty numerous, be it Machinarium, Minecraft, Magicka, VVVVVV, or Reccetear. What was the last big breakout success on XBLA, PSN or Wiiware, a game that just came out of nowhere and did big numbers? Trials HD? It could have to do with a multitude of factors - maybe console dev teams don't like to talk about sales as much as PC devs; maybe they don't readily have the numbers available; maybe it's merely a product of PC gamers traditionally being far more tuned in to what's out there than console gamers are (something I've thought for years) - but it all seems to me like these teams essentially ignoring PC are just screwing themselves in the end.

charlequin said:
Hahaha, nope. They literally halved the developer royalty for games published by Microsoft (reportedly from 70% to 35%) several years ago; the developers of N+ gave a somewhat-drunken interview where they bitched about it.
That's fucked up.
 
Well, I'm happy for them. It's a great game. I bought it on XBLA for full price... I would have liked to have it on Steam actually, but I didn't have a controller, so it was out of the question for me.
 
well 2 of those sales came from me since the pc version didn't work on my pc so i had to get it for the 360.
 
I'm glad to hear it did well, but I think SMB is deserving of many, many more sales. It's easily one of the greatest platformers ever made.
 
Zeth said:
Not surprised it underperformed on XBLA. Live traffics heavily in DudeBros these days.

Again, the way they described it at the GDC panel was that it did well on XBLA but they said that performance was no thanks to Microsoft's marketing.
 
TenshiOni said:
400k is great, no?

And portable Super Meat Boy? Yes, please!

Depends on who you ask. Some GAF'ers considered Runic hitting the 1m milestone with Torchlight last year to be underwhelming.
 
It was poorly promoted on XBLA. They sold it at 800 initially for a couple of weeks and then raised the price. It sold really well until they did that. I am not sure in what universe that sort of promotion makes sense. Hell it may have sold better if it started at 1200. At least it would have sold consistantly and not dropped off so hard.
 
Is the retail version published by Microsoft?

What's the reason behind not releasing a retail version for Wii as well? We all know that the WiiWare game was cancelled because of its constraints, bu what about retail then?
 
InsaneLuchador said:
The first 3DS game I could give a crap about was just hinted at. I'm listening.

Just out of curiosity, what could 3DS do for this game other than portability? I can't imagine the actual 3D effect adding anything to the game, and it goes without saying (even though I'm saying it) that it'll look far inferior to the PC/360 versions.
 
Kilrogg said:
Oh, sorry, misread it. So who's publishing it?

Nothing's been announced yet, AFAIK. Wouldn't surprise me if it were an EA Partners... partnership.
 
Billychu said:
The retail version is a PC game. Microsoft has nothing to do with PC gaming.

saying "has nothing to do with" is being a little unfair to their machiavellian asshole division:

He said there was one person within Microsoft who believed in the game, but concessions had to be made. Specifically, they had to fight for months to limit the exclusivity window with Microsoft, allowing for the PC version of Super Meat Boy to be released by the end of 2010.
 
Heh, I bought this on Steam for $3.75 and talked it up to all my friends.
Then I went to their houses and downloaded the XBLA demo to their 360s, showing off the awesomely hard game I had been talking about.

Convinced at least one of them to get it for $15.
 
Honestly, I'm super surprised that SMB sold as much as it has. I love it, though, with it easily being in my top five of last year. It's just not a game for most people, I think. Too many deaths for most people to take, and the challenge/frustration/intimidation level is very high later on. 400k is awesome for a small game and I think these guys deserve a lot more.
 
Don't the developers agree to take a smaller cut to get included in big promotions on XBLA? I swear I heard this at some point.
 
C4Lukins said:
It was poorly promoted on XBLA. They sold it at 800 initially for a couple of weeks and then raised the price. It sold really well until they did that. I am not sure in what universe that sort of promotion makes sense. Hell it may have sold better if it started at 1200. At least it would have sold consistantly and not dropped off so hard.

This kind of promotion works incredibly well on the iOS store, to the point that virtually every developer does it.
 
Stumpokapow said:
This kind of promotion works incredibly well on the iOS store, to the point that virtually every developer does it.
But those games are usually just a few dollars to begin with. Its much easier on the psyche I think than seeing a game that was just 800 points going up to 1200 especially when it does not normally happen on XBLA.
 
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