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I'm sure nobody in this forum is a stranger to developers being able to influence eShop sales, but Mike Rose of No More Robots has gone ahead and compiled all the ways he was able to both purposely and accidentally influence the sales outcomes of his games,
If you've not read his previous thread on eShop sales I'd highly recommend starting with it, as it's incredibly relevant.
Key takeaways, it's obviously incredibly simple to manipulate the Switch eShop into promoting a game as long as it's good, manipulation of metacritic scores is also quite easy, and due to regional eShops being representative of a broader population than region-specific pricing, this also can play a huge role in manufacturing success for your game, even if there's a loss in revenue per unit sales.
If you've not read his previous thread on eShop sales I'd highly recommend starting with it, as it's incredibly relevant.
Key takeaways, it's obviously incredibly simple to manipulate the Switch eShop into promoting a game as long as it's good, manipulation of metacritic scores is also quite easy, and due to regional eShops being representative of a broader population than region-specific pricing, this also can play a huge role in manufacturing success for your game, even if there's a loss in revenue per unit sales.