Community Games Sales Disappoint

Keane Ng

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Community Games Sales Disappoint



Microsoft has released sales figures for its Xbox Live Community Games service, and some of the developers who took a risk on the program are finding themselves disappointed with the results.

ticket to fame [http://creators.xna.com/en-US/]" for indie developers that Microsoft had boasted it would, recently released sales figures show. Though Microsoft said at GDC 09 that several "top sellers will be taking home more income from four months of sales than the average U.S. citizen earns in a full year," well, that's not enough for some devs who find themselves faced with the steep price of funding a full-fledged game on their own.

One of those developers is Weapon of Choice [http://mommysbest.blogspot.com/2009/03/big-fish-in-shallow-pond.html]. Weapon of Choice sold less than 10,000 units, a result that studio head Nathan Fouts called "sobering." According to Fouts, with Microsoft taking a 30% split, royalties owed to contractors, taxes and other miscellaneous costs, it's hard to see the title as a financial success.

"What all that means to our bottom-line, we do not yet know, but it does not feel great," Fouts wrote.

Weapon of Choice received a fair degree of attention from the press, and Fouts says that, by Microsoft's standards, it can be considered a top seller. That's not the case for another Community Game, DUOtrix [http://www.caffeinemonstersoftware.com][/I]. According to creator Mobeen Fikree, while the demo of DUOtrix was downloaded 7,438 times, the full game only sold 157 copies. That's a conversion rate normal for downloadable games, Fikree admits, but he still thinks there's an issue with the way Community Games is run.

"I think DUOtrix quickly got lost in the flood of games on XBCG," Fikree said. "We were on the 'featured 5' list on the Community Games page at launch, which is where most of the traffic came from. When we were pulled off the list in December the downloads slowed down dramatically."

Nevertheless, both Fikree and Fouts are far from giving up. Fouts has actually already begun production on his next game. "Maybe rational people hang up their keyboard and call it quits," he said. "But if you played Weapon of Choice, you realize we're far from rational."

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Jumplion

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This is a problem you get with every user-created program. The difference is, you make money from it! Or not, apparantly...
 

Chainsaws_of_War_2

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Some of them are fairly entertaining, but I think the saddest reason for their sales not being so high is the fact that their are no achievements in the games. As far as I have seen, most of my friends won't so much as try a game if the achievements in it are harder than hell to get, or are just not worth their effort. Edit: Apparently, games are not played for fun anymore...=/.
 

Yog Sothoth

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Most of the community games are utter shit, it's as simple as that. Release a game on par with Castle Crashers or Braid and they will sell. Release garbage like Virtual Fireplace and Remote Masseuse and well, no one wants that crap.....
 

SilentHunter7

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Yog Sothoth said:
Most of the community games are utter shit, it's as simple as that. Release a game on par with Castle Crashers or Braid and they will sell. Release garbage like Virtual Fireplace and Remote Masseuse and well, no one wants that crap.....
Sturgeon's Law, my friend.
 

Brotherofwill

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It sucks to see these small games not doing well, it's just such a shame. Let's hope they don't all die.

The plan to support them by Sony does seem to be a good solution to this.
 

L.B. Jeffries

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The real downer to all this is that Weapon of Choice is only 400 points and it's an awesome spin on Contra.
 

Jumplion

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Brotherofwill said:
It sucks to see these small games not doing well, it's just such a shame. Let's hope they don't all die.

The plan to support them by Sony does seem to be a good solution to this.
Their plan is more more, I would think, on par with more "proffesioal" Indie developers, but I see what you're saying.
 

Brotherofwill

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Jumplion said:
Brotherofwill said:
It sucks to see these small games not doing well, it's just such a shame. Let's hope they don't all die.

The plan to support them by Sony does seem to be a good solution to this.
Their plan is more more, I would think, on par with more "proffesioal" Indie developers, but I see what you're saying.
Yea, I guess. But it's still good to see them give a helping hand. In this solution marketing is almost guaranteed because they will want to see the games do well that they have supported and nurtured.
 

Yog Sothoth

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SilentHunter7 said:
Yog Sothoth said:
Most of the community games are utter shit, it's as simple as that. Release a game on par with Castle Crashers or Braid and they will sell. Release garbage like Virtual Fireplace and Remote Masseuse and well, no one wants that crap.....
Sturgeon's Law, my friend.
....90% of everything is crap? More like 99.9% in the case of the community games..... Don't get me wrong, I think that MS had a good idea here, and I like seeing indie developers get a boost, but someone has dropped the ball or... something. They need better quality control, more help in developing and/or finishing their products or.... I don't know what. Some sort of mechanism to ensure it's not all shovel-ware, like it is now....
 

Yog Sothoth

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Echolocating said:
I wonder how these games would have done as WiiWare titles.
Probably not much better.... WiiWare seems to cater to nostalgia and franchises that everyone grew up with... the Xbox Live Community games are like the equivalent to a "Best of Freeware" compilation CD....

EDIT: Oops, my bad.... WiiWare is for indie games too, yes? If that's the case, I don't still don't know if these games would've fared any better or not....
 

Echolocating

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Yog Sothoth said:
Echolocating said:
I wonder how these games would have done as WiiWare titles.
Probably not much better.... WiiWare seems to cater to nostalgia and franchises that everyone grew up with... the Xbox Live Community games are like the equivalent to a "Best of Freeware" compilation CD....

EDIT: Oops, my bad.... WiiWare is for indie games too, yes? If that's the case, I don't still don't know if these games would've fared any better or not....
The reason I asked is that some indie developers think as fans and not business people. It's okay to like the 360, but develop games for the Wii. The Wii seems to cater to the more casual crowd that appreciates shorter, put down and pick up titles. Anyway, it was just food for thought. I've just read about some average looking WiiWare games doing quite well in sales, is all.
 

Yog Sothoth

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Echolocating said:
Yog Sothoth said:
Echolocating said:
I wonder how these games would have done as WiiWare titles.
Probably not much better.... WiiWare seems to cater to nostalgia and franchises that everyone grew up with... the Xbox Live Community games are like the equivalent to a "Best of Freeware" compilation CD....

EDIT: Oops, my bad.... WiiWare is for indie games too, yes? If that's the case, I don't still don't know if these games would've fared any better or not....

The reason I asked is that some indie developers think as fans and not business people. It's okay to like the 360, but develop games for the Wii. The Wii seems to cater to the more casual crowd that appreciates shorter, put down and pick up titles. Anyway, it was just food for thought. I've just read about some average looking WiiWare games doing quite well in sales, is all.
Well, the Wii does have a larger install base, so that could help. But I think that by looking at some of the Xbox Live Arcade games that have done well you'd see that Live users enjoy 'casual' games as well. I truly think it's a matter of quality. Most of the Xbox community games that I've seen are really amateur at best....
 

SenseOfTumour

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I don't have a 360 and rarely get to mess around with my friend's one, so I don't know if MS do this already, but.

Why not take a leaf from Steam's book, and offer weekend deals, sure it means they'll only get half the cash from each sale, but if it means they get a big push at the weekend, it'll be worth it. It seems the main problem is that they have a spike of sales on release then get forgotten about, whereas Steam wander thru their back catalogue and give older games a push every now and then.

For me, I now log into Steam at least once a weekend now , just to make sure I'm not missing out on some great deal, and I've actually bought a fair number of games, I've actually spent more at steam since the Orange Box came out than I have on PC games in the real world.
 

Doug

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Yog Sothoth said:
SilentHunter7 said:
Yog Sothoth said:
Most of the community games are utter shit, it's as simple as that. Release a game on par with Castle Crashers or Braid and they will sell. Release garbage like Virtual Fireplace and Remote Masseuse and well, no one wants that crap.....
Sturgeon's Law, my friend.
....90% of everything is crap? More like 99.9% in the case of the community games..... Don't get me wrong, I think that MS had a good idea here, and I like seeing indie developers get a boost, but someone has dropped the ball or... something. They need better quality control, more help in developing and/or finishing their products or.... I don't know what. Some sort of mechanism to ensure it's not all shovel-ware, like it is now....
Meh, I suspect that they where blinded by the idea of getting rich and didn't bother to actually do any research or development properly. On a side note, I predict Indigo Dingo will turn up by day's end to say something along the lines of 'See? Xbox == shit. PS3 == win. Reality says so!'
 

KDR_11k

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All I can say is "I don't care" because the community games are not available in my country.
 

Leroy Frederick

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This was always a cynical way for microsoft to offload the work it would have required had these games been going on live arcade as originally planned knowing they'd be loads of practice games and pooware to sift through.

With user's deciding what goes on, minimal promotion (no 'dishwasher' like dev showcase) and less features / options (price and achievements (can they do downloadable content?)) among other things, it's no wonder there's no castle crasher success stories.

Devs like 'Mommy's Best Games' should be shooting for live arcade because at the moment community games is mostly a graduation level arcade (at least sales potential wise) unless some changes / improvements are made.
 

bkd69

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The failure of any given title to sell can be boiled to three factors: the merits of the title, the finances, and editorial issues.

I don't think it's terribly useful to focus the first factor, the quality of the game. Why not? As someone noted above, Sturgeon's law. The vast majority of games are crap, have always been crap, and always will be crap. And sales will, generally, reflect the crappiness of any given title, though there will always be outliers, crappy games that sell really well, and awesome games that never find their audience. What's more, developers are free to make games as totally fantabulous or craptastic as they wish.

The last two factors, however, are actually within Microsoft's influence, and are important because the downloadable title market for the console sphere is still in its infancy, as compared to the PC market, where it's rapidly approaching its tweens.

Financially speaking, Microsoft can't stop a developer from plowing ahead with a totally unrealistic budget, but what they can do is set the price of their SDKs, they can adjust their 30% market vig, and they can also offer things like advertising subsidies in Xbox magazine, and even leverage their desktop dominance to aid in making a desktop port. We've Sony's recent steps in this area, by slashing their SDK costs, and even going so far as to subsidize development budgets.

The last factor I call editorial, because it covers press coverage, as well as word of mouth, and advertising. In short, it it's about connecting customers with the downloads they want to buy. In the PC market, that's pretty easy, as there are no walls in the garden, and we can meet the vendors halfway; we know what blogs, and what sites fit our tastes, and we ususally have a choice of services and suppliers. In the console market, on the other hand, we're limited to what the service announces, and what friends recommend, and what we can remember to seacrh for from disconnected sources, ie magazines, or websites. I think Microsoft could help matters a great deal by offering an Xbox Live space to columnists from, for example, the official Xbox magazine, or Microsoft "community relations" personnel, to have a weekly blog that higlights certain things, with links to download, and also, take a page from Youtube and every other website out there, and offer user comments and ratings for games, or user "channels," where users can comment, share, and link.