"Volatile" Holiday Market Partly To Blame For LittleBigPlanet Sales

Illustration for article titled "Volatile" Holiday Market Partly To Blame For LittleBigPlanet Sales

Early sales on Media Molecule's LittleBigPlanet didn't quite set the world on fire. The game moved a solid if unspectacular 215,000 copies in the United States during its debut month of October — just four days, really — and 69,000 units during its first two weeks of availability in Japan. In the UK, it dropped quickly to nineteenth place on sales charts in its second week. Over a quarter million copies in a few days isn't bad, but it might not be the killer app exclusive emotionally invested PlayStation fans or Sony executives were hoping for. In the U.S., LittleBigPlanet got trounced by a bunch of sequels — Fable II, Fallout 3, Saints Row 2 and Sony's own SOCOM Confrontation. PlayStation UK spokesman David Wilson tells GamesIndustry.biz that's one of the reasons sales of the game might be struggling in comparison to expectations. "LittleBigPlanet has broken this stereotype by not only being brilliant and original but also by selling really well on a global basis," Wilson told GI.biz. "There are some games that are hardcore experiences that the kudos lies in getting it first." He expects positive word of mouth to contribute more to sales. As for LBP's chart placement? "This is an incredibly volatile time of year and the chart reflects that," Wilson said. Perhaps when things die down a bit in December — after Gears of War 2, Resistance 2, Call of Duty: World At War and rest of the attention grabbing sequels have their time to shine — we'll see how things shake out. LittleBigPlanet "would be a clear number one" any other time of year [GamesIndustry.biz]



I never thought this game would be a big seller in any way. It's just far too niche. But, I suppose the sales that it got so far are just fairly solid I guess, but nothing to really take note of.

Knowing that, I thought it would still be a good game for what it was, but I'm really getting turned off by the moderation stories myself. Which the user-created content was to be a big selling point. Who wants to own a game where you come up with these ingenious designs to share with the world only to have them ripped out from under you? Even if they're not the most inspired levels, why should we not be able to recreate what we want? If no cash exchanges hands for the content, then why the hubbub?

There's to much red tape to let a game like this flourish. And that's only going to diminish what people thought this game would be. LBP was marketed as a tool as well as a game. If a company disapproves of a fanart created in Photoshop, do they take it to Adobe? No.

When does an ode cross the line over into plagiarism? I dunno. The moderation seems to be undiscerning in this process though, and the joy is being sucked right out it looks like. I wasn't interested in recreating what had been done, but the hammer doesn't stop there from what I've heard.

As far as the game itself. A 2.5-D platformer is only going to appeal to so many people in this gen of gaming. Hopefully the people that own are enjoying it, but thinking that it would make any huge waves was the pantheon of wishful thinking.