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Game development 101: Only 4 of games will ever make a profit   Game development 101: Only 4 of games will ever make a profit
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Wii - QJ.NET, November 22, 2008:

Game Development - Image 1


Well no wonder you've got layoffs in the industry recently - not to mention the shutting down of certain studios and whatnot. According to research conducted by EEDAR, only 4 of the total games out in the market ever make a profit - all other 96 just either break even or lose money. Yeouch.

The question is, what can you do as a publisher or developer to make your game into that 4 profitability rate? Try as you might, there isn't one singular equation that will ever give you a "perfect" game. Throw in all the tried-and-tested winning elements into the equation (high-end graphics, multiplayer, replayability, etc.) and that still doesn't mean you game's an instant hit.

EEDAR co-founder, and also previously a game developer for eleven years, Geoffrey Zatkin confides to Forbes that:

Every game I have ever worked on, we've gone in blind as to which features would sell the game better.


One example he gave was that you never know if your investment of say, US 500,000 to include multiplayer functionality in the game will actually be worth it. Not knowing if that kind of investment will return profit, he says, "scares the crap out of me."

They also reveal that 60 of a game's budget is usually allocated to redesigning and reworking a game to this so-called level of "perfection".

Using these figures (4 profitability rate, 60 of budget on reworking), it doesn't take a lot to assume that publishers, producers, and developers have to make very tough calls when it comes to game design and development. They have to make sure that every single thing counts!

So, when you pick up that next game of yours - think. Imagine all the risk that these higher ups had to burden themselves with! Uuugh, there's some serious food for thought for you.

When you think about, even if you did have the fool-proof equation to throw into your game, other factors that will make or break your investment: marketing, publicity stunts, failed PR campaigns, and that number one enemy - piracy.



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Game development 101: Only 4 of games will ever make a profit   Game development 101: Only 4 of games will ever make a profit
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Wii - QJ.NET, November 22, 2008:

Game Development - Image 1


Well no wonder you've got layoffs in the industry recently - not to mention the shutting down of certain studios and whatnot. According to research conducted by EEDAR, only 4 of the total games out in the market ever make a profit - all other 96 just either break even or lose money. Yeouch.

The question is, what can you do as a publisher or developer to make your game into that 4 profitability rate? Try as you might, there isn't one singular equation that will ever give you a "perfect" game. Throw in all the tried-and-tested winning elements into the equation (high-end graphics, multiplayer, replayability, etc.) and that still doesn't mean you game's an instant hit.

EEDAR co-founder, and also previously a game developer for eleven years, Geoffrey Zatkin confides to Forbes that:

Every game I have ever worked on, we've gone in blind as to which features would sell the game better.


One example he gave was that you never know if your investment of say, US 500,000 to include multiplayer functionality in the game will actually be worth it. Not knowing if that kind of investment will return profit, he says, "scares the crap out of me."

They also reveal that 60 of a game's budget is usually allocated to redesigning and reworking a game to this so-called level of "perfection".

Using these figures (4 profitability rate, 60 of budget on reworking), it doesn't take a lot to assume that publishers, producers, and developers have to make very tough calls when it comes to game design and development. They have to make sure that every single thing counts!

So, when you pick up that next game of yours - think. Imagine all the risk that these higher ups had to burden themselves with! Uuugh, there's some serious food for thought for you.

When you think about, even if you did have the fool-proof equation to throw into your game, other factors that will make or break your investment: marketing, publicity stunts, failed PR campaigns, and that number one enemy - piracy.



Related articles:


Wii Warm Up: Even more classic   Wii Warm Up: Even more classic
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Nintendo Wii Fanboy, November 22, 2008:

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Last night, we saw the extremely brief return of the Club Nintendo Super Famicom Classic Controller, which popped up for sale at $70 and promptly disappeared. It's pretty desirable for something with the exact same button layout as the stock Classic, and no analog sticks.

Don't take this as a slight, since we adore old systems --this is merely a conversation topic. Is there something about the Super Famicom/SNES controller, or any other pre-N64 controller (we understand that the N64 controller has a unique form factor and button layout), that makes it inherently superior to the Classic in non-nostalgia-related ways? We miss the turbo switches from the TurboPad, but Hori's finally got a solution for that.

Gallery: Super Famicom Classic Controller

Wii Warm Up: Even more classic originally appeared on Nintendo Wii Fanboy on Sat, 22 Nov%2008 10:30:00 EST. Please see our terms for use of feeds.

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Capcom wins: Dead Rising lawsuit dropped; gets unexpected game review from Judge   Capcom wins: Dead Rising lawsuit dropped; gets unexpected game review from Judge
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Wii - QJ.NET, November 22, 2008:


Earlier this year, Capcom was sued by the MKR Group, the firm handling George A. Romero's zombie films. The lawsuit accused Dead Rising of being too similar to Dawn of the Dead. Just some of the similarities that MKR presented to the court:
  1. Both works are set in a bi-level shopping mall.
  2. The mall has a gun shop, in which action takes place.
  3. The mall is located in a rural area with the National Guard patrolling its environs.
  4. Both works are set in motion by a helicopter that takes the lead characters to a mall besieged by zombies.
  5. Many of the zombies wear plaid shirts.
  6. Both works feature a subtext critique of sensationalistic journalism through their use of tough, cynical journalists with short brown hair and leather jackets as a lead male character.
  7. Both works feature the creative use of items such as propane tanks, chainsaws, and vehicles to kill zombies.
  8. Both works are a parody of rampant consumerism.
  9. Both works use music in the mall for comedic effect.
  10. Dead Rising's use of the word "hell" references the tagline for Dawn of the Dead's release ("When there's no more room in hell, the dead will walk the earth.").
Yes, I know. Some of these "similarities" are a bit too tenuous to draw any irrefutable evidence from, and as far as the judge is concerned, the lawsuit is now ruled to be dismissed. It actually brings to mind Sony's recent statement about similarities and coincidences in LittleBigPlanet content, but moving on...

Specifically, here's Judge Richard Seeborg's verdict:

[That MKR] has not identified any similarity between Dead Rising and any protected element of Dawn of the Dead. Rather, the few similarities MKR has alleged are driven by the wholly unprotectable concept of humans battling zombies in a mall during a zombie outbreak.


The key word here is "protected". And in short: the concept or plot device of zombies in a mall is not protected by copyright. In fact, as the Judge says, it's wholly unprotectable - no matter who you are or what you do. So, MKR can't sue Capcom for something that isn't protected.

Meanwhile, Capcom may have won the case, but at a rather sour note, the Judge also gave a stinging remark upon discussion of one of the similarities MKR accused of Capcom (i.e. Both works are a parody of rampant consumerism). According to the Judge:

To the extent that Dead Rising may be deemed to posses a theme, it is confined to the killing of zombies in the process of attempting to unlock the cause of the zombie infestation. The social commentary MKR draws from Dawn of the Dead, in other words, appears totally absent from the combat focus found in Dead Rising.


Oh. Judges are giving game reviews now?



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Winners from the gaming category of the Hollywood Music Awards   Winners from the gaming category of the Hollywood Music Awards
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Wii - QJ.NET, November 21, 2008: The Hollywood Music Awards hailed the greats of mainstream and indie artists once again, and thankfully, giving video game music a slice of the pie. These are the winners for the video game category.
And the winners are... - Image 1
Best Original Score: Wataru Hokoyama, Afrika (Rhino Studio, SCE Japan)

Best Original Song: Azam Ali, "Logan's Shadow" (Syphon Filter: Dark Mirror)

Outstanding Music Supervision: Steve Schnur - Madden NFL%2008 (Electronic Arts)

Congrats to the winners, and we hope to see your great work on future titles.



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Video - Immersion: This is you game face   Video - Immersion: This is you game face
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Wii - QJ.NET, November 21, 2008: WTF?! - Image 1Photograper Robbie Cooper shows us all just how focused young gamers can be while playing with actual clips of kids of various ages while they're playing games.Watch all the triumph, the joy of the kill, a little girl with no emotion - she cracks me up every time, and my personal favorite: "The WTF?! Face" at 1:46.

Follow the source link to the New York Times site to watch the vid (sorry, no embed code available). Pick your favorites and let us hear your thoughts!



Video - Immersion: This is your game face   Video - Immersion: This is your game face
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Wii - QJ.NET, November 21, 2008: WTF?! - Image 1Photograper Robbie Cooper shows us all just how focused young gamers can be while playing with actual clips of kids of various ages while they're playing games.Watch all the triumph, the joy of the kill, a little girl with no emotion - she cracks me up every time, and my personal favorite: "The WTF?! Face" at 1:46.

Follow the source link to the New York Times site to watch the vid (sorry, no embed code available). Pick your favorites and let us hear your thoughts!



Media Create report from November 10 to 16: hardware sales fall further in Japan   Media Create report from November 10 to 16: hardware sales fall further in Japan
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Wii - QJ.NET, November 21, 2008:

Consoles - Image 1


More bad news for the games industry as Media Create reports hardware sales from the 10th to the 16th of November. Gaming platforms experience drops in sales from the previous week, with the usual exception of the Wii, which managed a slight climb in sales.

Though it sold the most units last week, the DSi took a rather big plunge this week to 85,327 from 104,897. The PSP also took a beating, dropping from 43,726 to 38,153. The PS3 seemed to maintain some measure of success, only skimming a bit in sales from 18,354 to 17,448. The Xbox 360, on the other hand, fell a bit hard from 12,759, to 7,983. But no drop compares to the DS's, taking a free fall from 8,381 to 3,559.

Hardware sales according to Media Create: November 10-16
  • DSi - 85,327
  • PSP - 38,153
  • Wii - 26,787
  • PS3 - 17,448
  • Xbox 360 - 7,983
  • PS2 - 5,421
  • DS - 3,559
For the full list of figures, you may refer to the source link below



Media Create article last week:


Sonic Unleashed Wii Video Review   Sonic Unleashed Wii Video Review
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IGN Wii, November 21, 2008: Sonic Unleashed (Wii)
He's back!
Surprisingly rare and expensive GameCube games   Surprisingly rare and expensive GameCube games
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Nintendo Wii Fanboy, November 21, 2008:

Filed under: ,

We love a lot of GameCube games. In fact, when Play on Wii was announced, it felt like a dream come true. See, we imagine many GameCube games being retooled for Wii. Now, we're glad its actually happening for some of those games.

But, not all titles are destined to get that touch of Wii magic. And, what if you never had a chance to try some of them? Well, unless you've got a suitcase buried in the back yard, there are a few titles that might be a bit out of reach, according to the list over at Video Game Price Charts.

Of all of them, which would you say is the "must own" title?

[Via digg]

Surprisingly rare and expensive GameCube games originally appeared on Nintendo Wii Fanboy on Fri, 21 Nov%2008 19:10:00 EST. Please see our terms for use of feeds.

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First major glitch found in World at War - the bayonet jump   First major glitch found in World at War - the bayonet jump
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Wii - QJ.NET, November 21, 2008: They just found the first major multiplayer glitch in Call of Duty: World at War (PS3, Xbox 360, Wii, DS). It's called the "bayonet jump" and it used your bolt action rifle bayonet as a pointy pogo stick of war. This glitch is actually usable, in a sense that it can get you to higher ground by bouncing off the target

Simply equip your bolt action rifle with a bayonet, then jump at the same time while poking your enemy with it. This'll get you to higher ground easier. It takes a bit of skill to get the hang of this, especially in online play, where enemies are less likely to stand still and wait for the flying bayonet stab. See how it's done in this vid.





More on Call of Duty: World at War

Buy: [Call of Duty: World at War (Xbox 360, PS3)]
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Call of Duty: World at War (Wii, DS)]


First major glitch found in World at War: the bayonet jump   First major glitch found in World at War: the bayonet jump
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Wii - QJ.NET, November 21, 2008: They just found the first major multiplayer glitch in Call of Duty: World at War (PS3, Xbox 360, Wii, DS). It's called the "bayonet jump" and it uses your bolt action rifle bayonet as a pointy pogo stick of war. This glitch is actually usable, in a sense that it can get you to higher ground by bouncing off the target

Simply equip your bolt action rifle with a bayonet, then jump at the same time while poking your enemy with it. This'll get you to higher ground easier. It takes a bit of skill to get the hang of this, especially in online play, where enemies are less likely to stand still and wait for the flying bayonet stab. See how it's done in this vid.



It's yet to be seen if either Activision or Treyarch will address this glitch.



More on Call of Duty: World at War

Buy: [Call of Duty: World at War (Xbox 360, PS3)]
Buy: [
Call of Duty: World at War (Wii, DS)]


Cooking Mama: World Kitchen Video Review   Cooking Mama: World Kitchen Video Review
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IGN Wii, November 21, 2008: Cooking Mama: World Kitchen (Wii)
How does it stack up?
MySims Kingdom Review   MySims Kingdom Review
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IGN Wii, November 21, 2008: MySims Kingdom (Wii)
A safe, but fun sequel to last year's popular game.
Beloved toy of our youths coming to WiiWare   Beloved toy of our youths coming to WiiWare
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Nintendo Wii Fanboy, November 21, 2008:

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Warning: you are now entering a Wii Fanboy nostalgia zone; if we get wrapped up in jabbering about our wholesome childhoods over the next%200 words, you've been warned. The cause of this trip down memory lane? The announcement that Tomy would be bringing a Pop-Up Pirate game to WiiWare. Yay!

Pop-Up Pirate Wii will emulate the pop-ular children's board/party game, in which players would hold their breath (that bit is optional, but helps) while inserting plastic swords into a plastic barrel containing a pirate. If you chose the wrong slot, the pirate would spring out, startling everybody. As dull as it sounds now we've written it down, it was all the rage back in the '80s, before those damn computer videogame whatchoomacallits came along and ruined everything.

Like other board games of our childhood that relied on a steady hand (such as Buckaroo and Operation), we're not yet certain that a videogame version will capture the same ridiculous levels of tension, but still, three cheers for Tomy for at least trying! The chunky, colorful visuals are a great start, in our opinion.

Also on Nintendo of Japan's WiiWare page: Simple Series Vol. 2 The Number Puzzle Neo. If ever a series was designed especially for WiiWare, the cheap-but-cheerful Simple series would be it. Both of these will launch next Tuesday in Japan for 500 Wii Points each.

Gallery: Pop-up Pirate Wii


[Via Siliconera]

Beloved toy of our youths coming to WiiWare originally appeared on Nintendo Wii Fanboy on Fri, 21 Nov%2008 17:20:00 EST. Please see our terms for use of feeds.

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