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Media Create Sales: Week 3, 2014 (Jan 13 - Jan 19)

sörine

Banned
[PS3] Gundam Extreme Vs. Full Boost (25 days) - 367,763
[WIU] Wii Fit U (23 days) - 66,566
[3DS] Dragon Quest Monsters 2 (18 days) - 459,954
[WIU] Donkey Kong Tropical Freeze (11 days) - 101,101
[PS3] Yakuza Ishin (2 days) - 145,541
[PS4] Yakuza Ishin (2 days) - 74,947
[PS4] Hardware (2 days) - 391,193
 
I hope we'll see more third-party retail titles announced soon, because the upcoming non-Nintendo schedule looks barren.

I don't see any Wii U game coming from third parties unless Nintendo allows them to use one of their own IPs like FE vs SMT or Hyrule Warriors
 

Chris1964

Sales-Age Genius
I hope we'll see more third-party retail titles announced soon, because the upcoming non-Nintendo schedule looks barren.

Wii U third party support is continuation of Wii third party support.

It keeps the trend of declining number of titles year after year. 2014 looks the be closer to the bottom and nothing will change that.
 

hongcha

Member
[PS3] Gundam Extreme Vs. Full Boost (25 days) - 403,255
[WIU] Wii Fit U (23 days) - 37,572
[3DS] Dragon Quest Monsters 2 (18 days) - 613,104
[WIU] Donkey Kong Tropical Freeze (11 days) - 62,048
[PS3] Yakuza Ishin (2 days) - 135,985
[PS4] Yakuza Ishin (2 days) - 88,710
[PS4] Hardware (2 days) - 402,999
 

baekshi

Banned
[PS3] Gundam Extreme Vs. Full Boost (25 days) - 445,999
[WIU] Wii Fit U (23 days) - 73,111
[3DS] Dragon Quest Monsters 2 (18 days) - 495,999
[WIU] Donkey Kong Tropical Freeze (11 days) - 111,111
[PS3] Yakuza Ishin (2 days) - 155,555
[PS4] Yakuza Ishin (2 days) - 145,000
[PS4] Hardware (2 days) - 365,000
 

Nirolak

Mrgrgr
So I'm going to make a somewhat lengthy post, but I thought at least one or two people might be interested.

Premise:

I've stated a few times over the past couple of years that I felt with enough time, the quality of popular games on smartphones would improve from the perspective of people who play games on more traditional platforms.

I think it would be fair to say that, while there's been some improvement, on the whole I've tended to be wrong.

A notable exception to this would be Puzzle & Dragons, which has had about 600 pages (50ppp) of |OT| on GAF. One game however does not make a trend.

While talking about Dragon Quest's performance and how several Square Enix titles have tapered off their strong debuts on the top grossing charts, Goli posted these two images of games that did not:

For comparison, Puzzle and Dragons:
OTuyis0.png

and Brave Frontier:
sKUrbJD.png

I remembered seeing Brave Frontier on the English iOS store and decided to give it a whirl. Here was my experience with the game's various aspects.

Short Game Description:

This is a social mobile game that, instead of playing like a non-game/auto-game, actually plays significantly more like a video game. Specifically, it's a turn based JRPG that includes the actual mechanics you would expect out of one, and most of the features are implemented in an interesting instead of asinine way.

Long Game Description:

Brave Frontier is a game with the following elements: combat, creature collection, item crafting, creature evolution, town building, PvP, challenge dungeons, and timed event. This shouldn't be shocking to anyone who has played a Japanese social game before, but it's the actual implementation of these systems where I feel the game really stands out.

The combat system works as follows. You create a party of five heroes that you get either from starting the game, killing monsters (as loot), or the requisite gashapon machine. I know, you've probably stopped reading already, but bear with me. Each hero has a nature (which is either a boost to one of their stats [attacking/defense/restoration/health], a balanced state, or the state of being a healer which means all of their stats are slightly lower than average), an element (either water/fire/earth/lightning or light/dark), and a special move (which can range from a single target attack/debuff, a multi-hit single target attack, a group attack, a heal, a team buff, or a variety of other things).

The basic idea of party creation is to either make a balanced group, or design a group that will work well against the area you are fighting (like if there are water monsters, you probably want lightning creatures or at least creatures that aren't fire). Since monsters are given to you en masse, and you level by consuming unwanted monsters instead of combat, you have a lot of flexibility to choose your team. Your party also has a leader you can assign that applies a team wide buff like +25% lightning damage or generating more healing orbs while "sparking" (more on that later). There are also 10 different party slots that can share the same units so you can easily pick a team for whatever situation you run into instead of having to constantly switch people around. There does seem to be a positioning element as well, but I can't be sure that's not imaginary (like I feel the people in the front get hit more). If you're entering a quest, you also get to pick the leader of some other player's team out of five potential random choices (or those of your friends if you want more certainty).

Now during combat the game plays out like a somewhat simplified turn based JRPG that revolves more around timing attacks and target choice since your active abilities are either items you crafted (with limited quantities) or your active ability which needs to be powered up with crystals you get from killing (or overkilling) monsters during the quest you're on. The basic input it that you select the enemy monster you want to hit, and then tap the party member you want to attack them. However, there are two competing systems that make this more interesting. A key part of the game is that healing isn't easy, so you want to minimize the amount of damage you take by killing off as many enemies as you can in a turn, but you also want to do synchronized attacks as your enemy starts getting "sparked", which means that they drop significantly more health crystals (which very minorly heal a character) and battle crystals (which power up your ability) as well as doing significantly more damage at the same time. This means you have to try and decide what the optimum number of characters are to throw at a given monster based on the stats/types of your heroes and that ofthe enemy as well as whether you want to charge up your abilities faster by pouring on more than are needed. Also, it's risky to wait and see how much damage your first couple of heroes are doing as if you're short, since you didn't send in the 3rd or 4th hero soon enough, they don't get the sparking bonus and might not actually kill off that enemy.

Similarly, you have to decide which enemies make the most sense to kill first, and if you want to risk using some of your power up abilities before you hit the boss at the end of the quest line, which can cause you to take less damage during the quest, but also might leave you without an ability (like a stun) that you would really want on the boss. When using abilities you also don't tend to generate sparking, which means you might not start powering up that character's again until at least the next turn.

During this time monsters also drop all sorts of other loot like karma and gold (which are the main resources) as well as crafting materials to make things like potions, antidotes, and buffs that you can use during combat, and also that you later use to craft equipment to put on them (think more like Final Fantasy than a full armor set here). There are also chests that spawn off of enemies which you can choose to either open or not. The reason you wouldn't open them is that sometimes instead of loot they contain monsters, which if the area you're in is difficult enough, could be bad. Monsters also have a chance to recruit into your army after you defeat them. Generally I was getting 2-6 monsters a quest, so they definitely give you a healthy supply.

Once you finish that you head back to town, manage/level your army, or go fight some more. The town basically contains a few buildings that are either for crafting potions, crafting equipment, or for harvesting bonus resources. One notably thing about the town is that there are no wait times to build anything. You just buy them and they instantly upgrade as if it were a regular ass RPG town. It's not a super exciting town, but it actually adds to the game instead of detracting.

For leveling your army, you take monsters you don't want and feed them to the ones you do. If you feed monsters of the same type, they get 50% bonus experience. If you feed them monsters with the same special ability, they have a chance for their special ability to level up. To evolve a monster, instead of fusing duplicates like most social games, you have to max out its level and then find a specific set of monsters to feed to it. If you've played SMT4 and done special fusions, you're probably familiar with this system (sans the maxing out the level of the primary monster first). These specific monsters are also usually not the same monsters you would be using in combat as they only have one level and not great stats, so you don't have to feel bad about churning your best guys to evolve another. You can also get special metal creatures that are basically only good for feeding to other monsters for tons of experience.

In addition to the main quests, there are also challenge dungeons that change what type of reward they give on a daily basis, so if you feel you are strong enough you can go into one and get whatever that day's bonuses are (be it tons of crafting material, tons of monsters, tons of money, etc), but the only thing you get is that specific resource from winning.

Finally there's an arena that just functions by auto battle. This thing is pretty boring as you just refresh opponents until you find someone who is easier than you and then murder them. It's flashy to watch, but obviously there's no real interaction or fun to be had.

There is also a fairly frequent plotline that also serves as a tutorial throughout the game, though it's pretty awful unless you're big on tsunderes.

There is a stamina system in the game, so you're probably only going to be playing about 15-20 minutes at a time, but there are rotating quest areas that only take 50% the energy of normal if you want to play longer.

Impressions:

Let me start off by saying that I don't want to give the impression that this is some genius JRPG that will be remembered throughout the ages. It's pretty b-tier when put in a vacuum.

However, one thing I can say that I can say about it is that I actually had fun while playing. This is something I can say about just about no other social game I've tried.

I feel there's actually a fair amount of depth to the game despite its immediately simple appearance, which becomes notably more apparent as you try challenge dungeons and get further in the storyline, and in general it felt generous toward me as a player.

Overall, I feel it is a good step forward for social-mobile gaming in terms of being more like actual games, and I can understand why it is having so much success in the era of P&D.
 

hiska-kun

Member
PS4 is saved. 30 minutes of waiting just to prove the Yakuza demo in PS4 in Yamada Denki:

ps4_zps7b325a2a.png


Attack on Titan is available in Bic Camera and Yamada Denki :)
 

Chris1964

Sales-Age Genius
2013 CY {2012.12.31 - 2013.12.29} software sales

[3DS] Software Sales - 23.604.193 / 48.230.096 <48,85%>
[PS3] Software Sales - 11.858.189 / 62.272.800 <24,54%>
[PSP] Software Sales - 3.944.507 / 79.611.400 <8,16%>
[PSV] Software Sales - 3.547.852 / 5.897.744 <7,34%>
[WIU] Software Sales - 2.972.231 / 3.848.203 <6,15%>
[WII] Software Sales - 1.504.872 / 67.786.400 <3,11%>
[360] Software Sales - 459.225 / 10.747.100 <0,95%>
[NDS] Software Sales - 406.593 / 182.210.400 <0,84%>
[PS2] Software Sales - 23.015 / 197.075.400 <0,05%>
[ALL] Software Sales - 48.320.677 <100,00%>
 
2013 CY {2012.12.31 - 2013.12.29} software sales

[3DS] Software Sales - 23.604.193 / 48.230.096 <48,85%>
[PS3] Software Sales - 11.858.189 / 62.272.800 <24,54%>
[PSP] Software Sales - 3.944.507 / 79.611.400 <8,16%>
[PSV] Software Sales - 3.547.852 / 5.897.744 <7,34%>
[WIU] Software Sales - 2.972.231 / 3.848.203 <6,15%>
[WII] Software Sales - 1.504.872 / 67.786.400 <3,11%>
[360] Software Sales - 459.225 / 10.747.100 <0,95%>
[NDS] Software Sales - 406.593 / 182.210.400 <0,84%>
[PS2] Software Sales - 23.015 / 197.075.400 <0,05%>
[ALL] Software Sales - 48.320.677 <100,00%>

Surprised that the PS2 had more software sales than the NDS 0_0 and the PSP more than the Wii.
 

Nirolak

Mrgrgr
Surprised that the PS2 had more software sales than the NDS 0_0 and the PSP more than the Wii.

Back in the day the PS2 was basically the platform that got almost every last bit of support.

With the NDS you at least had stronger competition from the PSP, Wii, and (later on) the PS3.
 

Chris1964

Sales-Age Genius
A big problem with Japanese dedicated gaming market is that last years the number or retail released games is shrinking and sales are concentrated among the bigger sellers.

If we take for example last 5 years and counting out limited editions and budgets re-releases this is the situation:

2009 - 838
2010 - 758
2011 - 698
2012 - 656
2013 - 599

Previous golden years are even worse and I don't see 2014 reversing the trend.
 

cw_sasuke

If all DLC came tied to $13 figurines, I'd consider all DLC to be free
I don't see the problem, with smaller games being released on digital platforms like PSN or the eShop, not to mention smartphones this is a natural development.
 

Chris1964

Sales-Age Genius
If we look at the number of released titles even from the big companies last years it looks like a big problem to me.
 
2013 CY {2012.12.31 - 2013.12.29} software sales

[3DS] Software Sales - 23.604.193 / 48.230.096 <48,85%>
[PS3] Software Sales - 11.858.189 / 62.272.800 <24,54%>
[PSP] Software Sales - 3.944.507 / 79.611.400 <8,16%>
[PSV] Software Sales - 3.547.852 / 5.897.744 <7,34%>
[WIU] Software Sales - 2.972.231 / 3.848.203 <6,15%>
[WII] Software Sales - 1.504.872 / 67.786.400 <3,11%>
[360] Software Sales - 459.225 / 10.747.100 <0,95%>
[NDS] Software Sales - 406.593 / 182.210.400 <0,84%>
[PS2] Software Sales - 23.015 / 197.075.400 <0,05%>
[ALL] Software Sales - 48.320.677 <100,00%>

Does this means the top 100 is coming?
 
I think it might just be that the GAF demographic is a poor fit for the types of games that have flourished on cell phones thus far. Because even if Brave Frontier is solid as far as gameplay goes, it still has a stamina system, it still has a dependence on microtransactions, and it still has a rare monster gacha, mechanics that GAF as a whole seems to detest. For comparison on SomethingAwful, Brave Frontier is at ~20 pages (50ppp) while PAD has had like 5 OTs worth of posts.

Another example would be western media being absolutely SHOCKED that you weren't guaranteed a certain character from the All The Bravest gacha, despite that game mechanic existing for years if not decades in Asian culture.
 
358/2 Days did really, really, really well in the US. The other handheld games... not so much.

Dream Drop Distance did pretty well in the US, too. Awhile ago it was over 600,000 LTD, I believe. Not sure how much higher it is now, but the non-PSP games have largely all sold pretty well in the US. I think recoded bombed, but that was a remake of a cellphone game, so I'm not sure too much stock can be put into it.
 
Dream Drop Distance did pretty well in the US, too. Awhile ago it was over 600,000 LTD, I believe. Not sure how much higher it is now, but the non-PSP games have largely all sold pretty well in the US. I think recoded bombed, but that was a remake of a cellphone game, so I'm not sure too much stock can be put into it.

That really does not justify the series going handheld. KH did like 3.4 million in the US. Heck KH 1.5 did 458k in its first month NPD.

KH on consoles would have sold more and been a better game as well. SE really were incredibly naive when they made that move.
 

Tripon

Member
That really does not justify the series going handheld. KH did like 3.4 million in the US. Heck KH 1.5 did 458k in its first month NPD.

KH on consoles would have sold more and been a better game as well. SE really were incredibly naive when they made that move.

Side stories aren't going to sell as much as a regular numbered series. If they labeled the 3DS version as "3" and made KH "4" on PS3, (or KH4 on PS4) you would have seen more sales overall.
 
That really does not justify the series going handheld. KH did like 3.4 million in the US. Heck KH 1.5 did 458k in its first month NPD.

KH on consoles would have sold more and been a better game as well. SE really were incredibly naive when they made that move.

They might not sell as much on handhelds but they are easier and cheaper to make, that is why SE makes handheld entries.
 
Side stories aren't going to sell as much as a regular numbered series. If they labeled the 3DS version as "3" and made KH "4" on PS3, (or KH4 on PS4) you would have seen more sales overall.

Still would not have sold as high as a console version.

They might not sell as much on handhelds but they are easier and cheaper to make, that is why SE makes handheld entries.

Actually forget what I said. I forget the reason was because Versus which took a ridiculously long time.
 
That really does not justify the series going handheld. KH did like 3.4 million in the US. Heck KH 1.5 did 458k in its first month NPD.

KH on consoles would have sold more and been a better game as well. SE really were incredibly naive when they made that move.

It's not uncommon for Japanese devs to diversify their franchises out of its established platforms when creating side-story entries.

I personally have never really liked it, because not every fan will be willing to buy a whole new system only to play a new entry in the franchise, but that's not uncommon, unfortunately.
 
That looks quite funny compared to Tecmo who are going for next gen audience already and expanded their musous into handhelds nicely.
Sigh. Basara 3 was my first "musou" game, and it still remains my favorite take on the genre. Sad to see them let it wither away like this because they're unwilling to take any chances.

Still, Capcom would never have bothered with a Vita version, but it would have been interesting to see it developed for the PS4 instead. Even if they wouldn't improve the graphics significantly, they could at least have tried to make it bigger, with longer draw distances and more troops on screen. Heck, didn't Dynasty Warriors basically make a name for itself as a PS2 launch title?
 

Tripon

Member
Still would not have sold as high as a console version.



Actually forget what I said. I forget the reason was because Versus which took a ridiculously long time.

We don't really have reliable data to compare in this case. The first two KHs were on the PS2 with its huge install base, and the only KHs are 1.5 and 2.5 on the PS3 came very late in its install base and while 1.5 sold well for a remake, it obviously didn't sell like the originals did on the PS1.

I'd say that there's definitely some brand confusion with all the side stories that only the hardcore faithful are going to check out. You'd look at KH: Birth by Sleep's subtitle and you're wondering WTF it is. They'd be better off labeling it KH0 or something. I won't even get into how mangled KH: 352/2 subtitled was. And I was actually excited to play as Roxas too. D:
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
That really does not justify the series going handheld. KH did like 3.4 million in the US. Heck KH 1.5 did 458k in its first month NPD.

KH on consoles would have sold more and been a better game as well. SE really were incredibly naive when they made that move.

What? No! That's the LTD till December. In September, it sold 270-275k
 
Is there any way PS4 *WON'T* dominate Japan?

First off, this isn't about worldwide and isn't about the US or PAL regions. I'm talking strictly Japan. And in my mind, MS doesn't even launch their next system there.

And I don't mean take it... or win it, I mean dominate it like the NES did.

Take that they have Final Fantasy, Dynasty Warriors and Yakuza, so the only huge franchise is Monster Hunter but I feel that is just an announcement away.
 

RPGamer92

Banned
First off, this isn't about worldwide and isn't about the US or PAL regions. I'm talking strictly Japan. And in my mind, MS doesn't even launch their next system there.

And I don't mean take it... or win it, I mean dominate it like the NES did.

Take that they have Final Fantasy, Dynasty Warriors and Yakuza, so the only huge franchise is Dragon Quest but I feel that is just an announcement away.
Uh MGS V?
 

Mario007

Member
First off, this isn't about worldwide and isn't about the US or PAL regions. I'm talking strictly Japan. And in my mind, MS doesn't even launch their next system there.

And I don't mean take it... or win it, I mean dominate it like the NES did.

Take that they have Final Fantasy, Dynasty Warriors and Yakuza, so the only huge franchise is Monster Hunter but I feel that is just an announcement away.
I was making a snark comment based on that Wii U thread. :p

Of course PS4 will be fine simply because there's a severe lack of competition from Nintendo and MS. The interesting thing is if this will lead to more studios putting out titles for the console or not.
 

test_account

XP-39C²
I was making a snark comment based on that Wii U thread. :p

Of course PS4 will be fine simply because there's a severe lack of competition from Nintendo and MS. The interesting thing is if this will lead to more studios putting out titles for the console or not.
What she wrote is also from that same thread :) She linked to it above here.
 

Busaiku

Member
Back in the day the PS2 was basically the platform that got almost every last bit of support.

With the NDS you at least had stronger competition from the PSP, Wii, and (later on) the PS3.
PS2 also had more games and a longer life of releases. Many niche games (visual novels) thrived for years on the platform, well after most "notable" game releases died out. This is also the case with PSP. Meanwhile Nintendo platforms die almost immediately after Nintendo's done with them.
 

Nirolak

Mrgrgr
I think it might just be that the GAF demographic is a poor fit for the types of games that have flourished on cell phones thus far. Because even if Brave Frontier is solid as far as gameplay goes, it still has a stamina system, it still has a dependence on microtransactions, and it still has a rare monster gacha, mechanics that GAF as a whole seems to detest. For comparison on SomethingAwful, Brave Frontier is at ~20 pages (50ppp) while PAD has had like 5 OTs worth of posts.

Another example would be western media being absolutely SHOCKED that you weren't guaranteed a certain character from the All The Bravest gacha, despite that game mechanic existing for years if not decades in Asian culture.
With the stamina system one thing that started sticking out to me is we're getting toward the point where there will be enough social mobile games that are games that if you rotated them, you could keep going for a notably long time without having to break out a handheld or do something else instead.

I'm kind of curious to see if that has any impact over the next couple of years, either with software sales continuing to slide or an even slower uptake on the next handheld.

Of course, a number of things could cause that, so it might not be a great evidence set without a player usage study.
 
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