Fielding questions at a Tokyo press conference held by Nintendo and NTT regarding an internet service collaboration, Nintendo executive Shinji Hatano provided some rather vague commentary on the success of Wii's Virtual Console. According to IGN's Anoop Gantayat, the executive noted a previously mentioned figure of 7.8 million downloads across the service, with purchases generating 3.5 billion yen -- or approximately $32.33 million.Perhaps there was a hint of sarcasm then, when Hatano followed up with, "We're currently unsure if this is a lot or low. They're not bad figures." Really? Earning over thirty million dollars from games you approved years ago seems like it's a reasonable payoff for minimal effort, doubly so when said (overpriced) games include Double Dribble.













(Page 1) Reader Comments
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Head fake!
best basketball game ever. HE'S ON FIRE!!!
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Course, NBA jam wouldn't be the same if you couldn't BE Michael Jordan.
Ah, those were the days. Too bad I always ended up as Scotty Pippin...
I really want a new NBA Jam
But, how does that stack up with Xbox Live?
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http://www.xbox-scene.com/xbox1data/sep/EEuFFupAllYVaAkwGu.php
As of March 2007 there have been over 135 million downloads and 5 BILLION MS points purchased, which equates to 625 million USD:
http://kotaku.com/gaming/xbox-live/terrifying-xbox-live-stats-breakdown-242048.php
I'd say with another 6 months since that update, the numbers are even more ridiculous now.
Nintendo, meanwhile, just puts out old games on a simple pay service online. Not much investment and not much variety for downloads.
So comparing the two is really just wrong.
That's nonsense, just because most of them are 2D doesn't mean there is no variety. A large variety of genres existed on the SNES too, you know. And for now, the VC is the only console download service with commercially developed full-length RPG and adventure experiences as OoT, Super Mario 64 and Breath of Fire 2 (which, if I may be frank, beat the pants off two thirds of all the modern crap coming out today). And just because you've already played them doesn't mean everybody has. On the contrary, especially with so many gamers under the age of 20.
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Super Mario Kart, Starfox, Pilotwings and Super Punch out..do we have a deal?
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:(
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... but I don't think I'd pay for it.
33 million is alot of money, to be sure, but next year they might make 70 million on VC, and we'd look back and say "that first year wasn't that great after all".
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But yeah, Nintendo loves maximized profit in every venue and what they're probably looking at is not only financial revenue but also VC adoption per costumer. I'm fairly certain only the creme of the crop of VC titles is finding a home and some of those lesser, more obscure titles, considering only 7.3 million titles have been downloaded and a huge chunk of that can be attributed to Super Mario Bros. alone. Nintendo loves on-going reinvention this time around. I'm fairly certain that whereas XBox Live Arcade is self-congratulatory over every single title sold, Nintendo is gonna try to make an appeal to the costumer to see more VC titles by rethinking their incentives. I'd love to see a flat rate for VC titles instead of having to pay per game. If 0.7 Adoption Rate is all their gonna get as it is, there wouldn't be much of a loss but probably increased demand across the board due to simplicity.
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Kirby for president, Jack.
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Personally, I believe VC prices are mostly fair, at least for the quality titles.
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But an above poster might have a point: the creators of most of the classic square RPGs no longer work for Square (Sakaguchi is Mistwalker). Depending on how creative rights were distributed upon creation could be holding up Square titles on the VC.
VGChartz has estimated that Xbox Live Arcade has generated about 139,000,000 in revenue to date
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http://tinyurl.com/29pp8x
Actually, it would be EXACTLY the same!!
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As of March of this year (6 months ago), LIVE's stats were at over 135 million downloads and over 5 billion MS points purchased, which is about $625 million US dollars. So in comparison:
Nintendo VC: 7.8 million downloads / $33 million
Xbox LIVE: > 135 million downloads / > $625 million
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Ok, according to 6 month old stats, Xbox LIVE Arcade games have totalled over 25 million downloads (full, not trial).
So again, LIVE is kicking the crap out of VC with probably at least 4x more downloads at this point. Of course it helps that for the same cost as a 20 year old ROM on VC, you can buy a NEW game on LIVE Arcade...
That is a better competitive comparison now. Both could probably sell more if they start advertise the Live Arcade/Virtual Console, I haven't seen one TV commercial for either.
/end of line
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I own like 100 iTunes songs. I own zero virtual console games. Just like iTunes has to compete with free mp3s, Nintendo has to compete with free emulators. 10 bucks for an old crappy game is not going to cut it. 1 bucks for NES, 2 bucks for snes and they'd actually be making some sales.
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Got 2 pages full of VC games. I'm only getting games I always wanted to play (Super Metroid) and my fave previous owned games.
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