Yeah, it deserves to sell that much though.C4Lukins said:I was going to do that comparison, but I must have screwed up Marble Blast last week. There is just no way it sold that many more.
Yeah, it deserves to sell that much though.C4Lukins said:I was going to do that comparison, but I must have screwed up Marble Blast last week. There is just no way it sold that many more.
C4Lukins said:Galaga- 18,890
Twitchfactor said:If people don't buy cool games like Wik, the landscape will probably turn into a dumping ground for boardgames and old arcade ports.
Here's hoping they keep pushing innovative titles and people latch on!
ChrisAllenFiz said:Get over Wik already, the demo wasn`t great. The best new titles (Geo wars, MBU and cloning clyde) have done well, so don`t worry.
The point is, those are three original titles that are doing really well. You said you wanted original titles to do well so that more would come, and they are. You may not like those three, but they will likely encourage more. Games like Castle Crashers and Small Arms are coming soon and look great. XBLA is still very early, but I'd call the results so far spectacular.Twitchfactor said:Nice attitude. :rollseyes:
I don't actually like Marble Blast or Cloning Clyde. Marble Blast IS NOT Marble Madness and Cloning Clyde is BORING.
"Get over it", indeed...
GhaleonEB said:but I'd call the results so far spectacular.
Somnia said:Now when you guys are looking at the boards to see how many were sold... do the demo/trials also upload peoples scores? Just wanting to make sure these numbers arent inflated.
August 4, 2006 - In just two days, Street Fighter II Hyper Fighting for the Xbox Live Arcade on the Xbox 360 has become the fastest selling downloadable title yet. Since its release on Wednesday August 2, it proves to a degree that the lures of cutting-edge graphics can't completely overpower the urge for retro, nostalgic gaming.
"We are elated by the tremendous response Xbox Live users have given Street Fighter II Hyper Fighting as players around the world vie to be on top of the game's numerous leaderboards," says Charles Bellfield, Capcom's VP of marketing. "It'll be exciting to see who ranks number one on Xbox Live Arcade after the first weekend of gamers playing the greatest arcade title in history."
Street Fighter II Hyper Fighting joins other excellent XBLA titles like Cloning Clyde, Geometry Wars, and Joust. With Pac-Man coming next week, Texas Hold 'Em in the nebulous future, and classics like Castlevania: Symphony of the Night, the XBLA's future is certainly bright. In the age of high definition, it's interesting to see gaming's roots sharing the spotlight.
tegdf said:as of a couple days ago Cloning Clyde had sold over 35,000
They probably need something in the 100K range to break even on something like Cloning Clyde or Marble Blast.pr0cs said:I wonder how many units sold would be considered OK to the developers? How many sold would be OK if it was a PC title?
Rhindle said:They probably need something in the 100K range to break even on something like Cloning Clyde or Marble Blast.
I don't think anyone's making a lot of money off XBLA right now, but it should be a pretty viable market after this Christmas.
And I thought they put out Cloning Clyde beginning to end in ~8-9 months, with a pretty small staff.Razoric said:not sure about that... they used a pre-built engine to make both games. i bet it didnt cost much to make those games, especially cloning clyde.
pr0cs said:I wonder how many units sold would be considered OK to the developers? How many sold would be OK if it was a PC title?
Even if the team was 10 people or less, you're still looking at a budget in the $500,000 range. On 100K sales at $10, they probably net about $600,000 after Microsoft takes its cut. So its something in that range.GhaleonEB said:And I thought they put out Cloning Clyde beginning to end in ~8-9 months, with a pretty small staff.
Well lets think it through. 800 points -> $10. 30% goes to Microsoft, and I'm guessing costs go there too, so each sale gives the developer $7 (likely too high but lets go with it). So with 35000 sales, that's nearly $250000. A 2D game with crude 3D models, 8-9 people working on it, for 3/4th of a year... probably haven't made their money back yet. The employee saleries alone would probably eat up that entire chunk of money. Plus paying for the new 360 arcade kits... its sad that these quick and easy games still cost so much money to make.Rhindle said:They probably need something in the 100K range to break even on something like Cloning Clyde or Marble Blast.
I don't think anyone's making a lot of money off XBLA right now, but it should be a pretty viable market after this Christmas.
Dev time was something like a year. Much of the work was done by one guy, John Nielson, but as the game progressed the team got a lot bigger. We added another programmer for about 6 months, and a third programmer at the very end. We had more people doing management things and PR. We had various testers off and on. A full-time level designer for a few months. A couple of artists that worked a few man-months. And John himself put insane amounts of time in, day and night + weekends. Much of the game was custom-built from scratch for Live Arcade, but we also brought over an engine John had been working on for many years, and we borrowed as necessary from Outpost Kaloki X for Live Arcade and used people from other teams at key points.
So, I'd say at peak it was maybe 6 or 7 people, and at minimum it was 1.
At this point, John and I still spend a considerable amount of time doing marketing and PR, keeping up on forums, etc. Very time consuming.
sangreal said:Outpost Kaloki X sold "far better" than the PC version (and that was as of February) and you figure the PC version was probably slightly profitable to begin with
C4Lukins said:I am out of town, and I will not be able to record numbers for this week. If someone could take down the total numbers for SF2, Galaga, and Cloning Clyde at some point late tonight, or early tomorrow morning, it would be a great help. I usually record numbers after midnight central time, so around then would be best for consistancy, but no worries.
It just came out early 2006 though, so chances are the first few weeks it was selling that much, since it seems to be the third highest selling XBLA game.WhereSailors said:Sorry but these can't be accurate seeing as the Marble Blast Ultra guys were selling 30k a week through early 2006 according to their blog.
WhereSailors said:Sorry but these can't be accurate seeing as the Marble Blast Ultra guys were selling 30k a week through early 2006 according to their blog.
C4Lukins gave the correct answer, but if you look at the significant drop off of sales from first, to second, to third weeks, of other games, the number on the first page makes more sense.WhereSailors said:Sorry but these can't be accurate seeing as the Marble Blast Ultra guys were selling 30k a week through early 2006 according to their blog.
There have been more than 8 million Xbox Live Arcade downloads since launch.
Top Xbox Live Arcade titles: Geometry Wars, UNO, Bankshot Billiards 2, Marble Blast Ultra, and Street Fighter® II' Hyper Fighting.
Well it certainly has a ton of potential. If only because it is the first offering in a genre that is almost universally loved. Of course it seems to have much more going for it. Looks great, Live play, mini games, etc. It needs to have some more pub, and a ballpark release date to get the hype train rolling, but all in good time I suppose.DenisDenis said:How well do you think Mad Tracks will do?
What sales do you think it will compare to?
I'm might be making the game, but I'm clueless on how well it could perform!!
Cheers,
Denis @ loadinc.
"I listen to the community. Call me crazy!!"
Ash Sparrow said:why are these numbers different from the my gamer card page?
Ash Sparrow said:why are these numbers different from the my gamer card page?