About the same I'm sure. It was a good game. I think the speed held it back which is also what Brawl fixed.I wonder how Melee would have done if it wasn't essentially a launch title.
Not that there weren't a couple good launch titles... buuut...
Your looking at pieces, not wholes.So let me get this straight, you are taking Sakurai's reflections on the design of the game, not sales, and are trying to use it as evidence in a seperate discussion? It's not only out of context, but even if he does think the same about sales, it's just a theory, not a fact. Embellishing the difficulty of Melee is not doing you any favors either considering worldwide it outsold Smash 64, the least complex and least competitive game in the series.
Melee was also the first Japanese gcn game to sell a million copies as well as the fastest selling gcn game when it released. What you are claiming contradicts how well it actually did sell during its peak selling period. But being realistic here, not all game sales come from consumers willing to buy consoles for it, especially after those first few key months. Suggesting the cube's poor performance in Japan had nothing to do with Melee selling less would be ignoring a whole sector of the consumer market.
What does Melee's sales tell us? Well, it did better than 64 so it did something right, but since Japan's sales went down, it also did something wrong.
The reason for Sakurai's post is he said the game was too difficult and he went in a wrong direction. That's why he went to making the game easier with Brawl.
I had created Smash Bros. to be my response to how hardcore-exclusive the fighting game genre had become over the years," Sakurai said. "But why did I target it so squarely toward people well-versed in videogames, then? That's why I tried to aim for more of a happy medium with Brawl's play balance.
He tells us that he was going in the wrong direction with Melee and made Brawl easier. A "balance." Note that while we argue whether or not Melee's sales are good or not, remember that Brawl is the best selling Smash game selling 3 million more than Melee. Again, Melee's Japan sales are an indicator. They are showing us that, had Brawl been more like Melee, we could see more of this. Japan showed that sales could go down. Another thing.
Melee fans who played deep into the game without any problems might have trouble understanding this, but Melee was just too difficult."
All of what I post is a foreign concept to Melee fans. People who want more Melee don't understand that Melee would not be the right direction. He says that the game was too difficult. He tells us this directly. This is why I also don't that the "Melee was a happy balance" arguments seriously.
To wrap this up, using console sales to link game sales doesn't work. Like I said, games sales drive hardware sales. Most people buy a console for multiple games, so all games are factors to console sales. Someone may have wanted a Gamecube for Melee, Mario Kart, and Resident Evil 4. Those games drove the console sales. Good games also increase the sale of other games. People tend to stick with a console if they get a steady supply of games to play. This all goes back to: Ignore the console sales when talking about game sales. Games sales are what makes the console's sales numbers. Wiis sold well thanks to Wii Sports., Wii Fit and Mario Kart.
As for the evidence, notice how the sales numbers here.. Japan bought only a few more 64s. Not a big difference. Both systems did bad. The 64 also sold the same as the Gamecube in Europe, yet Melee sold more. Melee sold more in the US despite the Gamecube sold worse. Again, there isn't much of a connection.
You make more money selling a good box game than trying to sell the DLC. DLC focus doesn't work because customers avoid it like the plague.This is all just pure nonsense. Plenty of game studios make money off DLC, it's absolutely a viable revenue source for already successful games. Most fighting games are competitive in design and a lot of them do sell well. And holy crap, the first Startcraft was an incredibly deep, highly competitive game and managed to sell a **** ton. If you are going to push a broken argument, at least try using examples that support it.