Super Meat Boy sells about 600K units
Team Meat reveals that Super Meat Boy has sold around 600K copies.
The dynamic developer duo that is Team Meat (Edmund McMillen and Tommy Refenes) has revealed that their punishing downloadable hit, Super Meat Boy, has sold roughly six-hundred thousand units through Steam and Xbox Live Arcade since launch.
In an interview with handheld gaming site Pocketful of Megabytes, McMillen and Refenes reveal some interesting tidbits about bringing Super Meat Boy to market, and hint at their future development plans.
While Team Meat wasn't at liberty to disclose specific sales numbers, McMillen noted that the game was selling better on Steam than on Xbox Live Arcade. "Just overall, we’re approaching 400,000 [on Steam]," Refenes confirmed.
The two developers attribute a good deal of the Steam success to the incredibly successful holiday sale at the end of last year, which also coincided with a couple of Steam promotions. "We were actually one of the top selling games of the holiday sales, so they gave us double promotion time for it," said McMillen.
It's also looking like Team Meat's next endeavor (whatever that may be) will likely be another digital release. Registering as 3DS developers is something Team Meat is pursuing, though they're more interested in the 3DSWare side of things, than packaged retail goods.
"It's definitely an avenue that's more appealing to us, because you don't have to answer to as many people," explained McMillen. "The smaller amount of people you have to answer to, the better. So I don’t know what we'll do, but I think we’ll probably try out the downloadable service if we go that direction."
Of course, extra content for Super Meat Boy has already started rolling out for the PC version via "Teh Internets," and McMillen and Refenes still have plans to bring that extra content to the XBLA version for quite a while. However, when it's all said and done, McMillen also noted that the PC version will end up with more total content, because the upcoming level-editor will automate the process of allowing users to add their own levels.
"I think we'll support it as long as people are playing it. At least a year," McMillen assured. "For us, at this point I don't foresee myself making full chapters (maybe like one or two by the end of the year) so we're mostly relying on other developers, and I already have two full chapters that are made by different users in our forums. They're quite amazing, and I want to space those out across several months."
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Comment on Super Meat Boy sells about 600K units, by Jeff Mattas.
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I have a menagerie of controllers and the associated adapters for all kinds of things for all of said controllers:
Super Famicom, SNES, and official Sega USB based Saturn pads:
http://i.imgur.com/U1A4C.jpg
NES:
[URL=http://imgur.com/ghIqJ][IMG]http://i.imgur.com/ghIqJ.jp/IMG][/URL]
Playstation 2 based Saturn pad:
http://i.imgur.com/U6hjL.jpg
Nintendo Japanese fan club whatever Super Famicom Classic Controller (hooks into Wii Remote):
http://i.imgur.com/MXZTE.jpg
My arcade sticks:
http://i.imgur.com/DvxNl.jpg
http://i.imgur.com/Hkodf.jpg
Other stuff:
http://i.imgur.com/bo8m4.jpg
And there's a shit load of stuff I'm not even posting...and all this stuff was acquired new (I don't buy used controllers)...a lot of it imported...and there are a shit ton of adapters for them. You could say I have controllers...you might even say I have a few too many! Mwahahahahahahahaahah!-
NES should be this (I butchered it above):
http://i.imgur.com/ghIqJ.jpg
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Most of them are just plug and play and show up as generic game controllers without needing any drivers...so pretty much all of them. On a side note...many of them work on the PS3 as well (you literally could play SSF4 with an SNES or Genesis controller on your PS3). A lot of them are lagless too...at least going by the testing I did using a few programs.
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This is the gamest post of the day week month. Your fucking controller even has your shackname on it. http://i.imgur.com/Hkodf.jpg
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http://www.psu.com/media/mad-catz-ps2700-controller/mad-catz-ps2700-controller-ss-1.jpg
Best gamepad I've used. 360 has nothing on it, its dpad destroys it.
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Do you really expect anyone to listen? They don't care. It's just like a lot of developers will tell you that their game sucked or failed because it was pirated too much, but the reality is the game sucked so it didn't sell. Or it wasn't patched and word got out that it was a shoddy port. And it didn't sell.
Some developers (ie. Epic, Bungie, Microsoft-based ones) just want any ol' excuse to drop PC development and not seem like the bad guy.
If saying that PC gamers who often paid twice, three times the price of a console just in the last year on hardware don't have money for a controller is what will help them make their case on why they're not porting from 360 where the development kit should make it easy and putting it on Steam where there's very little risk at producing too many copies (or on Live), then that's what they'll do.
The reasons are inconsequential. The fact is they're justifying a choice they already made, not actually making a choice.
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