Ken Masters
Banned
will this ever come to mac steam?
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.
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.
Jtyettis said:It's a crock though because it was marketed all over XBL.
Eventually...Ken Masters said:will this ever come to mac steam?
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.
I stand corrected again.charlequin said:It was $3.75 three weeks after release.
Ken Masters said:will this ever come to mac steam?
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.Leon S. Kennedy said:You can launch games directly from the SD card on the wii. They fixed that a couple of years ago
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.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.)
They're going to do the Mac client as soon as they finish the level editor.Ken Masters said:will this ever come to mac steam?
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.)
Isn't it the other way around - 30 for Microsoft and 70 for devs?Jtyettis said:If MS is still getting 70/30 then yes that probably is the case.
But, what if MS themselves publish the game, like in SMB case?I AM JOHN! said:Isn't it the other way around - 30 for Microsoft and 70 for devs?
I AM JOHN! said:Isn't it the other way around - 30 for Microsoft and 70 for devs?
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?
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.
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.
Leon S. Kennedy said:You can launch games directly from the SD card on the wii. They fixed that a couple of years ago
Letters said:Sad to read that it didn't meet expectations on the xbox.
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).
Jtyettis said:What kind of share does Steam get by the way?
I AM JOHN! said:Isn't it the other way around - 30 for Microsoft and 70 for devs?
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.
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.
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.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.
That's fucked up.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.
Zeth said:Not surprised it underperformed on XBLA. Live traffics heavily in DudeBros these days.
TenshiOni said:400k is great, no?
And portable Super Meat Boy? Yes, please!
InsaneLuchador said:The first 3DS game I could give a crap about was just hinted at. I'm listening.
The retail version is a PC game. Microsoft has nothing to do with PC gaming.Kilrogg said:Is the retail version published by Microsoft?
Billychu said:The retail version is a PC game. Microsoft has nothing to do with PC gaming.
Kilrogg said:Oh, sorry, misread it. So who's publishing it?
Billychu said:The retail version is a PC game. Microsoft has nothing to do with PC gaming.
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.
Kilrogg said:What's the reason behind not releasing a retail version for Wii as well?
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.
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.Stumpokapow said:This kind of promotion works incredibly well on the iOS store, to the point that virtually every developer does it.