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Thread: Super Monkey Ball U?

  1. #21
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    Lolnope

  2. #22
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    I disagree completely that the games should focus on mobile only. I'm not saying drop support, but don't make it exclusive. As other said before too, the level designs get crippled to fit the uneasy motion control set up.

    The Monkey Ball games were a great success on the Wii, and it spawned more support for the Wii system. Doing a system on the Wii U with multiple control set ups (Wii Remote, Balance Board, Analog sticks, touch screen rolling, etc) could be a HUGE winner for Wii U owners. I'm sure it would sell in masses to the casual crowd.

    SEGA has little competition right now in the market. A budget priced title and/or eShop exclusive would be fantastic.
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  3. #23
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    Quote Originally Posted by AutoSaver View Post
    I disagree completely that the games should focus on mobile only. I'm not saying drop support, but don't make it exclusive. As other said before too, the level designs get crippled to fit the uneasy motion control set up.

    The Monkey Ball games were a great success on the Wii, and it spawned more support for the Wii system. Doing a system on the Wii U with multiple control set ups (Wii Remote, Balance Board, Analog sticks, touch screen rolling, etc) could be a HUGE winner for Wii U owners. I'm sure it would sell in masses to the casual crowd.

    SEGA has little competition right now in the market. A budget priced title and/or eShop exclusive would be fantastic.
    No reason to make it exclusive to the Wii U, it would only serve to limit the audience. The primary input method should be the analogue stick anyway, so there's no reason to not make it a multi-platform title.

  4. #24
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    Quote Originally Posted by Saccubus View Post
    No reason to make it exclusive to the Wii U, it would only serve to limit the audience. The primary input method should be the analogue stick anyway, so there's no reason to not make it a multi-platform title.
    The audience of the Monkey Ball games has shifted greatly. I think that is the main reason why the games have gotten easier. Making an exclusive for Wii U that takes advantage of the Wii U features could work out greatly for SEGA. Plus, exclusivity nets bonus points for consumers who are loyal to that type of action. I honestly think it wouldn't be cost efficient to make a 360 and PS3 port. I highly doubt people would buy it which would lead to SEGA wasting time and money.
    Quote Originally Posted by The Deleter View Post
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    Quote Originally Posted by AutoSaver View Post
    The audience of the Monkey Ball games has shifted greatly. I think that is the main reason why the games have gotten easier. Making an exclusive for Wii U that takes advantage of the Wii U features could work out greatly for SEGA. Plus, exclusivity nets bonus points for consumers who are loyal to that type of action. I honestly think it wouldn't be cost efficient to make a 360 and PS3 port. I highly doubt people would buy it which would lead to SEGA wasting time and money.
    The Wii U is barely even selling, making the game exclusive to the system would be almost just as a bad decision as Banana Splitz exclusivity.

    Whatever the features the Wii U may offer, none of them will bring anything of significance to the core gameplay of Super Monkey Ball. At best we might see some mini-games taking advantage of its features.

    Exclusivity will not help the franchise, it'll only limit its prospect to success.

  6. #26
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    The Wii U is barely even selling, making the game exclusive to the system would be almost just as a bad decision as Banana Splitz exclusivity.
    Fair enough. But the Wii U's audience is quite different than the Vita's. It has a similar casual base that the Wii had.

    Whatever the features the Wii U may offer, none of them will bring anything of significance to the core gameplay of Super Monkey Ball. At best we might see some mini-games taking advantage of its features.
    Balance Board gameplay.
    Wii Remote tilt mode.
    Gamepad controls.

    Exclusivity will not help the franchise, it'll only limit its prospect to success.
    You're still ignoring the fact that it will cost money to make builds for PS3 and 360. Building a small title for the Wii U where an audience that exists and buys these types of titles will be a great way to draw money for SEGA.

    Remember that if a game was announced, it would be released 1-2 years down the line. Wii U sales will jump by then due to the amount of support and titles being released. The casual crowd will spring after the release of Wii Fit U. Mario Kart might even be released by holiday season. A price drop will increase sales too.

    You have to look at the benefits and drawbacks. Monkey Ball saw great success on the Wii and it found a crowd. The "hardcore" approach the Vita took bombed miserably. The mobile games also do pretty well and take a casual approach as well. The Wii U still has the same Wii audience which could enable it to find a great home.

    There's a reason why Super Monkey Ball was made on the Wii and not 360. There's also a reason why more mature games didn't land on the Wii while they did on the 360. The audience is completely different.
    Quote Originally Posted by The Deleter View Post
    Also, just like every other time, the stupid is strong in this thread.

  7. #27
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    Quote Originally Posted by AutoSaver View Post
    Fair enough. But the Wii U's audience is quite different than the Vita's. It has a similar casual base that the Wii had.
    Right now the install base seems to consist of mainly Nintendo fans, who primarily buy Nintendo games.

    Balance Board gameplay.
    Wii Remote tilt mode.
    Gamepad controls.
    My point exactly. None of those would add anything of significance to the gameplay. But it may force the designers to create levels based around those input methods. This would mean that some levels would be locked out, unless you had the needed peripheral to play it with. Alternatively they'd employ the same design philosophy as they did with Step and Roll. Neither of which would be desired.

    You're still ignoring the fact that it will cost money to make builds for PS3 and 360. Building a small title for the Wii U where an audience that exists and buys these types of titles will be a great way to draw money for SEGA.
    No, I'm not. The cost for porting it would most likely be less than the profit of the game on the particular console.

    Remember that if a game was announced, it would be released 1-2 years down the line. Wii U sales will jump by then due to the amount of support and titles being released. The casual crowd will spring after the release of Wii Fit U. Mario Kart might even be released by holiday season. A price drop will increase sales too.
    It'd still be limiting your market significantly, and that's not something SEGA should willingly be doing.

    You have to look at the benefits and drawbacks. Monkey Ball saw great success on the Wii and it found a crowd. The "hardcore" approach the Vita took bombed miserably. The mobile games also do pretty well and take a casual approach as well. The Wii U still has the same Wii audience which could enable it to find a great home.
    Being well design is considered "hardcore" now? And it bombed because of the limited install base of the Vita and it being exclusive to the system.

    Only Banana Blitz did well on Wii, Step & Roll performed poorly. Considering that the Wii U's install base is only a fraction of the Wii's at the time Step & Roll released, it'd be lucky to even rea

    There's a reason why Super Monkey Ball was made on the Wii and not 360. There's also a reason why more mature games didn't land on the Wii while they did on the 360. The audience is completely different.
    The install base of the X360, PS3 and PC is quite big and diverse, the same cannot be said about Wii U. A good Monkey Ball game would surely find enough success to compensate any of the porting costs, and probably even more.

  8. #28
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    Right now the install base seems to consist of mainly Nintendo fans, who primarily buy Nintendo games.
    ...Which happen to be one of the biggest SEGA buyers. Sonic, Monkey Ball, etc sell extremely well on Nintendo platforms.
    No, I'm not. The cost for porting it would most likely be less than the profit of the game on the particular console.
    Are you sure? Porting costs money and if Monkey Ball sells like 10k on the 360, SEGA wouldn't even dare to support it.
    Being well design is considered "hardcore" now? And it bombed because of the limited install base of the Vita and it being exclusive to the system.
    Hardcore and well designed do not go together. It's the fact that courses have been made 10x easier since the originals.

    Monkey Ball: Step & Roll sold like 350k worldwide. Not bad for a quickly churned out low budget title.
    The install base of the X360, PS3 and PC is quite big and diverse
    Casual games tend to sell like crap. Sell a Monkey based game for $59.99 and people will flock towards Call of Duty. lol.
    Quote Originally Posted by The Deleter View Post
    Also, just like every other time, the stupid is strong in this thread.

  9. #29
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    Quote Originally Posted by AutoSaver View Post
    ...Which happen to be one of the biggest SEGA buyers. Sonic, Monkey Ball, etc sell extremely well on Nintendo platforms.
    Step & Roll and SMB3D hardly sold anything that could be considered "extremely well". And the X360 and PS3 versions of All-Stars Racing Transformed performed better than the Nintendo versions. So that statement is no longer true.

    Are you sure? Porting costs money and if Monkey Ball sells like 10k on the 360, SEGA wouldn't even dare to support it.
    If it's a good game then it'll probably sell more than that. Still, 10K should cover the porting costs.

    Hardcore and well designed do not go together. It's the fact that courses have been made 10x easier since the originals.
    And they have become about 10x worse than the originals...

    Monkey Ball: Step & Roll sold like 350k worldwide. Not bad for a quickly churned out low budget title.
    It is bad considering the previous game on the same system sold over 2 millions copies, and it didn't seem to have a particularly higher budget either.

    Casual games tend to sell like crap. Sell a Monkey based game for $59.99 and people will flock towards Call of Duty. lol.
    It shouldn't be a casual game, but rather a Monkey Ball game. Preferably in the veins of SMB1, 2 and Banana Splitz.

    And didn't you suggest that the game should be a budget title on the digital service? Which it can still be, even if it's a multi-platform release.

  10. #30

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    IMO, sega could just do something similar to Sonic and All-stars racing transformed on the Wii u where most of the information like the map are on the gamepad but the action is on the tv
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