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  Nintendo's Dunaway: Chinatown Wars Sales 'Frustrating', New Marketing Approaches Needed
by Leigh Alexander [PC, Console/PC]
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December 10, 2009
 
Nintendo's Dunaway:  Chinatown Wars  Sales 'Frustrating', New Marketing Approaches Needed

The DS debut of Rockstar's Grand Theft Auto: Chinatown Wars drew particular attention earlier this year. The issue? Its modest sales performance alongside almost unprecedentedly high review scores suggested a lack of opportunity for M-rated games on the platform -- despite the DS's record-breaking userbase.

At the time, Nintendo said the game's performance was "in line" with other AAA titles on its platforms, and said that some games that don't see massive debuts go on to accumulate significant unit sales steadily over their lifetimes.

New comments from Nintendo of America executive VP of sales and marketing Cammie Dunaway, however, now suggest the company feels Rockstar and publisher Take-Two could have benefited from more marketing support for the title.

"It's frustrating, quite frankly," she says of Chinatown Wars' relatively lackluster unit sales, speaking in a video interview with MTV first transcribed by consumer weblog Kotaku.

Nor is Chinatown Wars' performance necessarily a referendum on the potential for mature content on the platform, she says. "Certainly there have been mature titles - Resident Evil, the first Call of Duty - that have sold over a million units, and with something like GTA, there's great content there," she says.

"We do think it'll have a long tail, and we've seen that with a lot of titles across all genres on the DS platform that consumers continue to discover them," Dunaway continues. "But part of what's needed is you have to continue to put marketing support behind these titles."

She says Nintendo has learned crucial lessons in marketing itself over the past few years: "The old dynamic of throw it on TV for a few weeks and forget it isn't going to work, because new consumers are coming in all the time," Dunaway warns.

Analysts forecast a conservative 200,000-unit debut month for Chinatown Wars -- which surprised industry watchers by moving only 89,000 units in its first few days. In its second month, it sold 74,000 units, suggesting some merit to the "slow and steady" sales model for a platform dominated by more casual users who may not necessarily rush to buy on launch dates.

At the time, Cowen group analyst Doug Creutz said the game's struggle couldn't be pinned squarely on the publisher, and that it was "indicative of the difficulties inherent in the Nintendo market for third party products and not due to any misexecution on Take-Two's part."
 
   
 
Comments

Fábio Bernardon
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Well, according to VGChartz (is there a better place to look?) it sold .8 million on the DS, opposed to 0.07 million on the PSP. Was it really marketing or was it the game itself? I have not played it, but due to the game itself rather than not being aware of it.

Chris Remo
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I was aware of a pretty considerable marketing campaign for Chinatown Wars, which is impressive to me because I can hardly remember perceiving similar campaigns for many other DS games at all. If Rockstar really would have needed to sustain that for some indefinite period, it's difficult for me to believe they could have justified the expense based on what their opening sales were. If I were a publisher with a game targeted at this market segment and I saw Nintendo saying that what's necessary to succeed on the DS is even more sustained marketing than Rockstar did for GTA:CW, I'd be scared off.

Jeremy Reaban
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I think its struggles really show that only a relatively small number of people want a top down GTA. It wasn't until GTA went 3D (fully controllable camera and what not) that it became a hit. Before that, GTA was a niche game (while Driver, which was in 3D, was a hit in that era, despite having less gameplay than the top down GTAs)

I also think the handheld market (DS/PSP) gamers are getting a little irked by having the same title show up on the iPhone 6 months to a year later for $5-10. Latest example, Beaterator - $40 on PSP, $5 on iPhone (and only about 2 months later).

Part of what hurt GTA: VCS stories on the PSP was that people knew it was coming to the PS2 in a few months for $30 less. While I doubt there is as much overlap between the iPhone and DS/PSP owners as PSP/PS2 owners, it pretty much is the same market (portable gaming).

Kevin Reese
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Isn't the largest factor at play here that the DS is a platform mostly owned by younger kids, with parents buying many of their games, and Chinatown Wars is aimed at a mature audience? I'm not a parent but I'd imagine I'd be more inclined to buy Resident Evil or Call of Duty for my kids if they were rated 'M', but a game called Grand Theft Auto: Chinatown Wars might be scare me off , because of the crime themes involved.

" 80% of DS owners are between 8 and 16 years of age" http://www.itfacts.biz/80-of-nintendo-ds-owners-are-8-16-years-old/9319

As for GTA sales on the PS and Xbox, the content of the game matches well with the average age of Ps/Xbox owners.

Leon Terry
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I agree with Jeremy. If the problem was the system then it would have sold better on the PSP. The PSP already has GTA fans since it has two successful GTA games. Also the DS is owned by a lot of adults. Let us not forget who the target audience for brain age and host of other DS games are.

The game is fun and has a lot of content that you would expect in a GTA game , but the appeal is much less. I like the game a lot but I don't like the top down view.

Jamie Mann
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The optimism around the long-tail principle seems a bit unjustified. What were the sales for the third and successive months? The average DS title needed around 100k units to make a profit, according to Nintendo in 2008 (http://vgsales.wikia.com/wiki/Video_game_costs) - however, given that Chinatown Wars is considerably more complex than the average DS, I'd expect break-even to be somewhere around 500k units. Even assuming the long-tail principle holds, you're still looking at around a year before you recoup your costs, and in the meantime you need to fund your current development activities.

(It's also debatable as to whether or not the long-tail principle can be applied to developers and publishers: the entire point is that it involves a small number of sales of a large number of items, rather than large sales of a few items). It only really makes sense for marketplaces like Amazon - and even then, more recent studies have indicated that their revenue from LT sales is minimal)

However, there may be something more to this tale: a quick glance at the wikipedia page for Chinatown Wars throws up a note that the PSP version of GTA:CW didn't chart at all in it's first month of release. Perhaps people just don't want in-depth open-world gameplay on a handheld?

Yannick Boucher
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Thanks, Adam. Saves me the extra typing. :)

Michael Wenk
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@Adam

The games you list are big Nintendo franchises which NoA has been releasing for years. Would you expect a strong marketing campaign for New Super Mario Bros Wii? Not really. And still NoA had strong marketing on those titles. I still see the occasional Mario Kart commercial. Also, I see ads in mags all the time. Plus online. EA does well enough on its sport franchises that you don't see much marketing for them specific to DS/Wii and yet they do OK, well OK enough that they keep developing new yearly versions.

In this case I don't think more marketing could have helped Chinatown Wars much. I personally didn't buy it cuz I wasn't sure how much fun it will be based on Rockstar's last few releases and I can't afford in this recession to just buy a game unless I'm pretty sure it will be worth my while, and with CW I'm not sure.






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