Joe Danger sold 50,000 copies in its first week on sale when it launched mid-June. Impressive indeed for a team of just four (rather lovely) people.
the game has scored 86 metascore from Metacritic and 87.20 from Gamerankings this company is very clever and talented just like Media Molecule
well deserved, hello games
this was made by 3 guys this was pretty much their first game congtarts they made a really good game
"this company is very clever and talented" This game is a copy and paste of Trials HD, except dumbed down for casual players. EDIT: I don't care if you believe me, have fun playing your kiddy version of a real game.
We believe you MR.single bubble.
Nobody Fukcs with Joe, buddy.
I logged on for the first time in months to bubbles you for that comment.
It's posts like that why you'll never be taken even remotely seriously (Along with ones like where you post the picture of your "PSTREE FANBBOIS ON N4G!" comment bubble on your PSN account). You are an obsessed and delusional fanboy.
Goddamn you're a whinney b*tch. Is that all you do? Just be happy for these guys, they made a good game and its fun. So what if its derivative. Most things are.
Yeah not many games can say that, that's for sure. I am going to have to get this one when I get some money in my PSN wallet.
broke even already? Hold on a minute. I thought Sony pays for their exclusives?
Broke even on day one! Sold 50K in just the first week = 750,000 They don't need no stinking Live to make profit, PSN is all they need. @da_shredder who said this was a PSN exclusive?
Nice work for just 4 devs.Reminds me of how Media Molecule and Jonathan Mak rose to the top with a small group
Proof that it doesn't take a studio of developers in the thousands to develop a game that's fun and accepted by many. And it doesn't involve guns! That's what I'm talking about! Spread the love, baby.
Sweet. They could at least 100k sales in one month and they've made profit. I think I will check this game out now.
they would have made more money if they had launched it side xbox live aswell as psn
what does live have to do with this article?
Just like how Alan Wake would have been more successful had they made it multiplatform. I know I would have bought AW if it released on PS3.
Not really sure why people are disagreeing. Launching on 2 consoles gives you more sales than launching on one console, especially for small games that aren't MARKETED as AAA exclusives. EDIT : For instance, a game like inFamous probably sells more as an exclusive than it would if it was multiplat, because big exclusives get a major hype boost. If it was multiplatform, it would've been much less popular. But that's not the case with Joe Danger
Sean Murray spoke at the Develop Conference today, and didn't show much confidence in Microsoft's independent support. "Why choose PSN? It was the only way we could self-publish," he said. "XBLA is kind of a slaughterhouse for smaller developers. There are games that do amazingly well. But there's two titles released every week and a lot of those are falling in that 25,000 or less category." Murray used his own independent figures, which he noted aren't official. He claims 47% of self-published XBLA titles sold less than 25,000 copies, 23% sold around 100,000 copies, 13% sold 200,000 copies, and 17% sold more than 200,000. Joe Danger sold 50,000 copies on the PSN in the first week alone. Thank MS for not having Joe Danger on XBLA.
Probably so, but not for sure. To put it on XBL means more money, devopement kits, and time that must be accounted for. We can assume they would sell the same on XBL but that doesn't always happen and they could loose money.
Actually, iirc, Sony allows devs to collect 100% of the net profits from exclusive PSN sales, until their dev costs are recovered (at which point, the net is split between Sony and the dev). That offer is only for exclusives, however. If Joe Danger had been multiplat, it may have required over 100K copies to break even -- actually I think 200K copies, since MS tends to let the dev have ~25% of the net, as I recall, and Sony probably would offer a similar percentage for a multiplat. They were smart to go exclusive on PSN, in my opinion. I doubt they'd see more than 150K (actually their dev costs would have risen, if it was multiplat, as well -- it might be like 200K) extra sales on XBLA alone, in the end. Also, because of this bit o' news, and knowledge that Sony offers 100% of the net until dev costs are paid -- we know how much Joe Danger cost to develop. 50K copies @ $15 a pop is $750K. Apparently making a good PS3/PSN title isn't any more expensive than making a WiiWare title.
Good breakdown on the financials. A lot of people don't understand there is more to it than count of units sold when they assume multiplat will always be more profitable.
releasing it on more than one platform, will make money? its crazy talk
Create and share online is not a "ms thing" (it's not even possible)
...and good for these guys that something they put their hearts into paid off. I've been playing it on and off for the past few weeks and it's pretty fun....nothing I could slam through in a few hours but good for breaks in hardcore gaming
i feel bad that i got it through gameshare now....
You can still buy it.
Motivates me to work on an indie game. With Unity or UDK, people can make games like these alone for free (or almost). if you can pull off something good like Joe Danger, which is quite a simple game really, it gives you 50,000 X 10$ = 500 000$ on the first week! Sure there probably are costs for publishing it on steam/PSN/XBLA but that's still a lot of money
its actually $15 for the game so its $750 000.
I'm still on the fence give me a hell yeah if I should get this.
i love this game