Picture speaks for itself.
This should probably be fixed. Unless million of pirated consoles have been sold, or the hardware lab gives them out for free.
Hey, Yep we are aware of this one, In the meantime you can put it down to people playing frizbee with their disks or dominos with the cartridges and having to buy new ones
It does have some historical prescient. The ET movie tie-in game made for the original Atari had more copies made than there were Atariâs in existence at the time. This made its commercial failure all the more painful when nobody wanted them. Though I have a feeling this isnât what is happening here given the grand review scores of the game in question.
I was about to quote the Atari fiasco as well. Maybe Atari employees in the 80s were actually from the future and huge fans of this game, therefore seeing that was possible and figured theyâd give it a go.
I am curious though: How are you going to approach fixing this?
Are you going to make the game spike up console sales to meet the demand for the game? (Thus making it so that most buyers of the game are also buying a new console for the express purpose of playing this game) Or are you going to cap the sales of the game to account for how many console units you have out on the market already?
Thatâs a good point. I think the need of the game will increase the need for a console.
It does do this already. Every time you release a new game for your console (especially if its a highly rated AAA title) Youâll see a spike in console sales. The problem is that this spike in console sales isnât NEARLY the size as the sales of the game itself.
The model holds up with more modestly rated games, but when start dropping 9.0+ hits, you can easily overshoot your console base with game sales, especially if it is a young console that hasnât been on the market long or had previous big hits to boost its numbers.
You just know everything.
Just going on experience. I actually didnât touch custom consoles until my last play through when I noticed this, and also saw the correlation of new console sales with the release of highly rated games.
My IRL job is a software tester (Not gaming software, sadly) so I naturally notice little things like this more readily.
I think the logical fix would be to cap game sales to sold consoles, it doesnât need to be exact though.
I used to own many games on disk, such as Morrowind, Baldurs Gate 1 and 2, well hundreds really. Then Steam came out and now i re-buy all those old games when they are in the sale. so my Optical drive is now defunct and i essentially have bought 2 copies of several games.
True, though there is the idea of people buying a platform JUST because they want an exclusive game on it.
Back in college, a bunch of my dorm buddies got themselves an XBox specifically because of Morrowind.
The same exact thing will be true later this year where I purchase a 3DS for myself and my wife specifically to play the new Pokemon games coming out (Why is Virtual Pet + RPG a bad combo again?)
Maybe have an option âBundle new game with systemâ. If your game ends up being good (8.25+), youâll still get the game sales as normal but your console sales will rocket up to meet the demand for the game if said demand exceeds the current number of consoles sold. If the game isnât awesome (8.0 or lower) then sales will be severely hurt because nobody is going to run out and buy a new console JUST to get a game that is good, but not great. It would be a high-risk/high-reward option.
If you donât bundle a new game with your console, its sales wonât suffer if it is only OKâŚbut a 9.0+ mega hit will be capped at the number of consoles on the market, which could potentially cause lost sales unless you have a very mature console with a very well established market.
Heck, you could extend the mechanic to all of the non-custom consoles. When picking the platform, youâll see how many total units are on the market. You can bundle your game with a non-custom system which will cause it to increase the total units (and thus the total market share) of that console. This could allow players to boost the market % of their favorite systems. They wouldnât get the money from the sales of the actual consoles, but the higher market share would allow future games made on that platform to sell better.
I made my own console and then it made ââthe game. The game has sold 7,000,000 copies, but the console has sold only 2 million. is not it bug?
Thank you for your response
Hofy
I donât think the game takes into account the number of consoles sold.
Thereâs been at least one other forum thread about this issue. Someone had 7 million consoles sold, and 37 million copies of their new smash hit released for that console.
What I would be more concerned about would be the fact that you can sell game copies to far more people than there are living on earth. I mean⌠1 Trillion copies sold?
Itâs been said that the pit in the desert with all of the E.T games that were âsent back from gamersâ (I think) was actually just defective Atari merchandise. But I could be wrong. Horribly wrong.
hi every one, i have a question about the game, i made my own game system in the lab , i sell about 5million of it , and after i made a game on it but suprisly i sell like 30 million copy on it , so how can sell more copy than the platforme it self???
btw this game is trully great!!!
I think its a bug in the game :L
I can imagine up to maybe 10% overage from fans buying multiple copies (as gifts, as collectors items, or what-have-you). It really is kind of odd when you sell more copies of a game than there are consoles.
That said, if itâs an MMO, I just read the high sales as being âsubscriptionsâ. You get some upfront sales and after that itâs mostly subscription fees. MMOs therefore wouldnât care so much about console numbers for their earnings.