This bothers me, but I get it. Ugh, I REALLY want Legends 3 so I'll pick up the prototype version I suppose provided it's priced accordingly.
It works well for Capcom, yeah. But think of it this way, 1000 people buy the demo for $3. Sure they only made $3000 dollars but if that's not enough people and they decide not to release it, then they just made $3000 for damn near no work. How would you feel if you were one of the people who wasted money on a demo, trying to coax Capcom into releasing it and then having them shit in your eye?Raeil said:This actually makes pretty good sense from a business perspective, in my opinion. Rather than investing a ton of money into making a full version, check and see if enough people will be willing to pay for it. At $3, there's no reason not to pay for the "demo" if you're wanting the full version, and if you're waiting to buy a 3DS until MML3 comes out, the price will likely stay the same until then anyway. Bottom line, if the userbase is there, this will happen, but if it's not then Capcom will save a lot of money and time which could be used on other, more profitable, business ventures.
Um, honestly, spending $3 on a good demo is well worth the money. Sure, it would suck if there weren't enough people to convince Capcom to release it, but that's the risk this venture is taking. It's definitely (in my mind) a better investment than three lottery tickets.Micalas said:It works well for Capcom, yeah. But think of it this way, 1000 people buy the demo for $3. Sure they only made $3000 dollars but if that's not enough people and they decide not to release it, then they just made $3000 for damn near no work. How would you feel if you were one of the people who wasted money on a demo, trying to coax Capcom into releasing it and then having them shit in your eye?Raeil said:This actually makes pretty good sense from a business perspective, in my opinion. Rather than investing a ton of money into making a full version, check and see if enough people will be willing to pay for it. At $3, there's no reason not to pay for the "demo" if you're wanting the full version, and if you're waiting to buy a 3DS until MML3 comes out, the price will likely stay the same until then anyway. Bottom line, if the userbase is there, this will happen, but if it's not then Capcom will save a lot of money and time which could be used on other, more profitable, business ventures.
I was just throwing a low number out there for effect due to empathy for my 0 key. You also have to keep the game's visibility in mind. How many people that currently own a 3DS are also MML fans that will check the store enough to know that they need to buy this? Not everyone hangs around video games sites and not everyone goes through the stores. There are a lot of factors working against the dlc that could potentially cause the game to not come out.Raeil said:Um, honestly, spending $3 on a good demo is well worth the money. Sure, it would suck if there weren't enough people to convince Capcom to release it, but that's the risk this venture is taking. It's definitely (in my mind) a better investment than three lottery tickets.
Also, taking your scenario, if Capcom made $3000 on this demo, they would definitely pull the plug for good reason. Enough work has gone into this project, which started in September, that $3000 could barely cover any costs. Honestly, I'd say if Capcom can't get a return of 75% on this demo, then there's no reason for them to keep working on the product, as they've already shown a significant loss.
I don't mean "before releasing". I mean "before making". Someone could commit millions of dollars to a gameplay concept that simply isn't fun, and that ends up a disaster no matter how much end-of-the-line playtesting you do.Yvl9921 said:Any dev worth their salt tests their game with outsiders extensively before releasing their games. This hasn't really caught on in Japan yet, though, so companies like the Sonic Team and Square Enix haven't been doing this, and you can see the results.Katana314 said:This is something I'd like Sonic Team to do. "Hey guys, we have a new idea for a style of Sonic gameplay, but we're unsure if it's fun. Try it out?"
It's a bigger problem than just selling a demo. They're going to be selling it on an eShop that hasn't had any time to gain a foothold with consumers, and on a console that was just released in America. If they decided to release this demo on, say, PSN, XBLA, Steam, WiiWare, AND the 3DS eShop simultaneously, they'd have no trouble hitting their sales figures. But as it stands, they've completely cut off most of their market through some kind of contrived bullshit marketing agreement.Raeil said:Um, honestly, spending $3 on a good demo is well worth the money. Sure, it would suck if there weren't enough people to convince Capcom to release it, but that's the risk this venture is taking. It's definitely (in my mind) a better investment than three lottery tickets.Micalas said:It works well for Capcom, yeah. But think of it this way, 1000 people buy the demo for $3. Sure they only made $3000 dollars but if that's not enough people and they decide not to release it, then they just made $3000 for damn near no work. How would you feel if you were one of the people who wasted money on a demo, trying to coax Capcom into releasing it and then having them shit in your eye?Raeil said:This actually makes pretty good sense from a business perspective, in my opinion. Rather than investing a ton of money into making a full version, check and see if enough people will be willing to pay for it. At $3, there's no reason not to pay for the "demo" if you're wanting the full version, and if you're waiting to buy a 3DS until MML3 comes out, the price will likely stay the same until then anyway. Bottom line, if the userbase is there, this will happen, but if it's not then Capcom will save a lot of money and time which could be used on other, more profitable, business ventures.
Also, taking your scenario, if Capcom made $3000 on this demo, they would definitely pull the plug for good reason. Enough work has gone into this project, which started in September, that $3000 could barely cover any costs. Honestly, I'd say if Capcom can't get a return of 75% on this demo, then there's no reason for them to keep working on the product, as they've already shown a significant loss.
It's not that I hate Mega Man, it's that I hate the pretentious assholes in Capcom making these kind of moron decisions and dick moves.SuperMse said:You guys really do hate Mega Man now, huh?