Gamasutra had an interesting article today looking at game awareness vs. sales in the case of the Wii game MadWorld from PlatinumGames and SEGA. The game had high awareness and good reviews (80+ scores) yet sold only 66K units in the US according to NPD. VGChartz tracks it as 100K units in the US and 180K worldwide, but either way its sales numbers were smaller than expected based on awareness and coverage of the title.
Here’s a quote from the article:
There has been a great deal of speculation about the underwhelming retail performance of PlatinumGames’ MadWorld, but now research firm OTX’s business intelligence tool GamePlan Insights shows detailed data illustrating the often-thin correlation between online acclaim and real-world retail success, particularly on the Wii platform.
As demonstrated by OTX Gaming Insights director Nick Williams at the Los Angeles Game Conference, with slides made available to Gamasutra, the game’s strong awareness among the hardcore online gaming community bore little relationship with its weak awareness among the wider gaming public.
OTX’s GamePlan Insights tracking tool, based on a survey of 1,000 gamers, had MadWorld’s purchase intent at only 2.8%, which placed it 41st among Wii titles. Conversely, IGN’s tracking of its users had the game ranked highest in interest among Wii games.
So what can we learn from this? For starters, without the aid of research we can probably predict that an extremely violent black and white game (although technically it’s not black and white since the blood is red) won’t sell very well. Feast your eyes on the screen below.

MadWorld screenshot from Joystiq.com
As you can see, this is not a game that your average Wii Sports player is going to snap up in the first week of release. It has what I would describe as a self-conconsciously ‘edgy’ design style and really violent play mechanics (although in truth the outcome of gameplay is no more violent than most shooters; you’re carving up people with a chainsaw rather than a shotgun but the effect is the same).
Aside from that, it always, always, always pays to look at interest in your game title from the perspective of your actual customer. You (the designer, producer, artist, writer, engineer, product manager, etc.) may love your game, but if it only appeals to people just like yourself your market will be smaller than if it appeals to, for example, the afore-mentioned Wii Sports players. And gamers on IGN’s Wii channel are not representative of the larger Wii market; they’re core guys closer to your dev team than they are to Wii Fit customers.
In this case, we have a cool niche title that appeals to niche players, which is great if that’s in line with your expectations and budget. But if you’re dealing with Other People’s Money (OPM), which you usually are when dealing with a disc-based console game, you have to know the realistic potential of your game (Note: realistic potential, not the potential you wish for your labor of love).
Depending on the dev budget and marketing, MadWorld may end up turning a profit or at least breaking even (Wii-only development, single player, so they have a shot). But if they overshot the mark, they have no excuse since it should have been easy to prognosticate that this game was not likely to be a huge seller (easy for me to say, I know). New IP, developer not that well known, smaller publisher, and niche-oriented gameplay. Not a single one of those attributes screams, “breakout title!”
The lesson: If you’re making a full budget title don’t let interest from the game press–or from your dev team–get you too excited unless it corresponds to larger (and quantifiable) customer interest. If you’re making an indie game for a core audience, on the other hand, this interest can mean you are on track with something that is going to work for your audience and your budget. Just don’t confuse the two.