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News

  Exclusive: LittleBigPlanet November Sales Revealed
by Matt Matthews
11 comments
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December 12, 2008
 
Exclusive:  LittleBigPlanet  November Sales Revealed
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Sony placed a considerable publicity campaign behind LittleBigPlanet, and the Media Molecule-developed PlayStation 3 exclusive generated lots of buzz. It didn't make November's top 10 titles, though -- so how did it sell?

Well, LBP moved 141,000 units in the United States during November 2008, according to figures provided to Gamasutra by the NPD Group. The title had debuted eighth in the October console software sales charts with 215,000 units sold.

November's weaker showing dropped the title out of the top 20 across all consoles. Across all PlayStation 3 software in November, though, LittleBigPlanet was ranked fourth behind Activision's Call of Duty: World at War, Sony's own Resistance 2, and Midway's brawler, Mortal Kombat vs. DC Universe.

Since its public unveiling at the 2007 Game Developer's Conference, Sony's heavily promoted LittleBigPlanet for its casual-friendly gameplay and innovative user-driven community features.

Represented in-game by heavily-customizable Sackboys, consumers may play cooperatively or alone through levels created by the developer, Media Molecule, or other levels created and shared by other LBP owners around the world.

Sony continues to leverage LittleBigPlanet's public image to promote its own properties and those of third parties. Sony's PlayStation Store currently offers several game-themed Sackboy costumes, including some based on Capcom's popular Street Fighter franchise.

While Sony has said that it expects LittleBigPlanet to do well in the market over the long term, it may still be concerned to observe sales of just over 350,000 units in the United States during two of the most popular shopping months of the year.

As a comparison point, the top 10 game SKUs for November alone in the U.S. all sold 297,000 copies or more.
 
   
 
Comments

Kevin oconnor
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Oh man I wish I had NEVER BOUGHT my ps3 what a waste of $500. Never again. Never.

Jan Kubiczek
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i played the title for about 40 mins... then the simplistic jumping mechanics and pointless kinesthetics got me so frustrated... i wondered why anyone would build a level for this!? it is absolutely pointless spending time on building a level when there is nothing going to happen anyway...

the only thing i liked was the avatar design because it resembled the pinnacle of the genre quite well... xD but i really wonder how media molecule designer managed to just copy the feeling of their kung fu title to a real movement-based game. just doesnt make sense to me...

Jan Kubiczek
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maybe this thing would have been more successful with a younger demographic... e.g. on the wii... with proper design interfaces at hand... but on the home platform of gt5!? ;)

Ian Fisch
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For me the big problem with this game was that it wasn't clear exactly what the player did. I am not saying this made the game itself bad - but I think it impeded the game from a sales standpoint.

For instance in Gears of War you fight against hordes of aliens with a chainsaw-machine gun. In Left 4 Dead you and 3 buddies try to survive a zombie nightmare. In Fallout 3 you try to make your way through a post-apocalyptic wasteland. In LBP you do what exactly? Jump on platforms? Is that the hook?

I suppose the hook is that you get to make your own levels. But why do people want to make levels for a game they've never played? There hasn't been a monster 2d platforming hit in years (for consoles). Are these really the types of levels your Gears of War gamer wants to make? And how many people want to make their own levels to begin with?

Henry Kessay
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Yeah, I believe they over shot their target demographic audience for the title. While it is pretty, it is still a platformer. This would have been great, but all factors tie into its success or lack of. One note worthy bit of info comes from their aggressive user created moderation. Why would you create a title with a hook of creativity and then proceed to destroy that said hook? It does take hours to days of the creative process to create, test, and then finally release your baby to be experience by the masses. Then out of the blue, your level is deleted. Classic Sony taking away fun from their consumer.

Second, I doubt the age of PS3's owners are still at the age where they want to entertain children on their systems. Would you complain if your 6-7 year old nephew plays on your PS3 and proceeds to damage it as all children inadvertently (so they say) does? I guess it's only 500 bucks; didn't Sony's crazy ex president say he believes all PS3 gamers would get 2 jobs to work to pay for one?

Live and learn, eat humble pie, then adapt your tactics from losing to winning.

Yannick Boucher
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How about because it's simply too innovative ? Check the Top 10, and dare come back to me saying there's innovation in there. Have you noticed that all the publishers who put out something innovative these holidays, have ALL been burned: Sony with LBP, Ubisoft with EndWar, and EA with Mirror's Edge. So, really... I don't think they're at fault. I guess the market DOESN'T want innovation... !

Jan Kubiczek
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@Yannick: you're right... problem is nobody investigated this thing... i only remember somebody saying that usually 10% of people want to make their own levels... and as somebody said before, the single player portion is quite pointless and from my point of view lacks interesting mechanics to make level building more interesting than say... lego... ;)

i am always looking for innovation, but mirrors edge literally made me sick and bored. i said this elsewhere, but the design decision to cage the player in first person view in a largely action based game is stupid. there is a reason why you generally only SHOOT in these kinds of games!! ;)

so innovation is nice, but the market never really wanted artistic designs. sotc was successful because the game was impressive apart from the extraordinary design... i mean why would games be different from the movie market!? it is entertainment... matrix and lotr where blockbusters, but i am quite sure that is because they were good action flicks as well...

i was always sceptic of the idea to let people make their own levels... how many ut-players actually make levels?

i guess... "there is research to be done"... ;)

Jerome Tapp
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Personnaly I think it is a good title. Innovative and fun with friends. But in my opinion, the big mistake was to go Ps3 only with such a risky title.

I personnaly would have bought it day one if it was on the 360. I don't have a ps3 as I don't have yet have a HD TV (yeah call me dinausor :) ) so paying 400$+tx for a console for one game will never happen.

Lot's of my friends would have bought it too but they only have a 360 and or Wii.

Aaron Murray
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I don't fault LBP for innovation, I fault it for poor platformer controls. It is difficult for me to play a game when I don't feel confident that I can get my point across every time. This game has collected dust on my shelf since the day it was purchased.

flv converter for mac
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It resembled the pinnacle of the genre quite well... xD but i really wonder how media molecule designer managed to just copy the feeling of their kung fu title to a real movement-based game.

avchd converter
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But why do people want to make levels for a game they've never played? There hasn't been a monster 2d platforming hit in years (for consoles). Are these really the types of levels your Gears of War gamer wants to make? And how many people want to make their own levels to begin with?


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