Jon Carter
Member
This front-loadedness is a US thing, not worldwide, but we've discussed that to death before.
Well, yes, we were talking about the US. You're the one who said "I wouldn't say the PS4 was doing well in the US anyway."
This front-loadedness is a US thing, not worldwide, but we've discussed that to death before.
+-------+------------+------------+------------+------------+------------+
|System | This Week | Last Week | Last Year | YTD | Last YTD |
+-------+------------+------------+------------+------------+------------+
| ALL | 481.000 | 362.000 | 435.000 | 26.917.000 | 32.456.000 |
+-------+------------+------------+------------+------------+------------+
Thank you for correcting me.PS3 sold 1.9 million in 2009.
YSO predictions
Week 45, 2015 (Nov 9 - Nov 15)
02. [PS4] Assassin's Creed: Syndicate < 40k (average 35k)
Thank you for correcting me.
2 million doesn't seem out of question. But it will be possible only if we get another price reduction of 5000 yen. Which is possible but a bit unlikely
I don't feel anything that's an upfront cover fee is likely to make a significant amount of money. I would view it as rather akin to making a Nintendo eShop release.For the smart device applications that we will be releasing after Miitomo, we are considering monetization methods optimal for each application, including charging a fixed amount at point of purchase.
DeNA seems less involved than I felt the initial announcement implied. I assumed they were helping design the games, but it sounds like they're just doing telemetry, distribution, networking backends, and maybe advising them on the rate at which they should add new content. I suspect they're not very involved in monetization either given what Nintendo is thinking of doing.Regarding the alliance with DeNA, things are running smoothly as initially announced. Nintendo has been developing the applications and DeNA will take care of data analysis, etc. The alliance is moving forward with each company contributing in their areas of expertise.
If I'm interpreting this correctly, they're thinking of apps a la Pokemon Shuffle that are on both mobile and handhelds.Other than this first application called Miitomo, we are planning other applications that will work with Nintendo’s dedicated video game systems.
While I get why they want to go this route, it strikes me as kind of an odd idea. I feel there are very few people who own a smartphone, almost never touch games on either phones or dedicated devices, but would totally touch Nintendo games. Nintendo's brand cachet strikes me as something that appeals largely to people who at least like the concept of video games and would engage with them on at least a somewhat regular basis. I realize there was the Wii era where they were appealing to people who had never played a game before, but I'm not sure how likely they are to reach an audience that would be interested in trying games, yet has never really ventures to try something on their phone. The barrier to entry seems to have already been dropped to the floor.For our applications that will be enjoyed only on smart devices, we are creating ideas so that even those smart device users who do not usually play with applications can enjoy them.
This strikes me as slightly counterproductive. Sonic Dash at 150 million downloads is a great way to advertise the Sonic brand, and then that brand is offered to people in as many ways as possible (dedicated device games, more mobile games, tv shows, merchandizing, etc). A paid game would often struggle to pass 1 million copies, which is obviously endlessly worse at extended brand reach. Now, obviously Sonic Dash has some light monetization that makes money, but not a tremendous amount, and I would think that'd be the best option for Nintendo to reach audiences if their primary goal is promotional. Instead, it sounds like they want to take the method of Hitman Go, which is kind of an oddity meant to appeal to people who play both console games and mobile games already, and introduce the brand to them in a way they might like. That's a way more specific audience than I feel Nintendo should be going for however.While it is important for us to earn profits from our smart device business alone, our primary objective is to encourage smart device users to be interested in and to play with our dedicated video game systems, and we are focused on this goal.
This one just strikes me as kind of an odd statement. Like, free 2 play games are frequently big earners up front and many months of a successful mobile game would actually be a lot of revenue. Of course, Nintendo is a very large company, and free 2 play revenue is still usually a lot lower than say selling 10 million copies of Smash Bros in a quarter, so this statement could be an artifact of that.On the other hand, revenue is gained at different times on free-to-start applications and the ones we will ask consumers to pay a certain amount of money for when they download them, and we are planning to apply different revenue systems for each of the approximately five titles that we are aiming to release by the end of March 2017.
I don't think people were really expecting otherwise. Almost every traditional publisher has taken at least three years to really ramp mobile into a huge a business for themselves, assuming they succeeded.While we have not changed our policy of wanting to grow our smart device business into one of the pillars for revenue, the dedicated video game system business remains to be the core of Nintendo’s business, and we do not expect our smart device business to immediately constitute half of our revenue.
Investing in new opportunities is always smart, and it's good they see mobile as part of that equation, since I think everyone agrees there's at least a conceptual space where there are major hit Nintendo games on mobile. Of course, actually finding those ideas and executing on them well is much more difficult. You're not going to have any chance at this success without trying though.I believe Nintendo has shown results with its core dedicated game business by flexibly deciding how to allocate its limited human and other resources, but we are also always challenging ourselves with projects that have the potential to become the next big thing. And now, we see that our smart device business has the potential to become this next big thing.
This is a pretty common marketing time frame for a Japanese mobile producer these days, but it does mean we'll be getting a healthy heads up on Nintendo mobile apps instead of just "Available Now!!!" That's something that was not actually entirely clear before hand.Upon releasing an application, we believe it is necessary to communicate about the application at least about two months before its release in one way or another.
I commented on a similar comment above. I probably should have removed this one from the list or grouped it up there, but I just wanted to make a note since I said I'd address every point.As for the impact on our financial performance for the fiscal year ending March 2016, as we previously confirmed when the initial forecast was released (in May this year), we were not expecting a large impact if the application were to be released in December, since it is a free-to-start type application. Therefore, we expect the impact to be minimal due to rescheduling the release timing of our first application to March 2016.
They do seem to correctly recognize that their IPs are no longer reaching people nearly as much as they used to given the state of the Wii U and 3DS along with how dormant their licensing business had been until recently. Creative IP is only as valuable as the amount and type of people who like it.For example, this is one of the objectives of deploying our IP on smart devices but it includes our attempt to increase the awareness of Nintendo by delivering our messages to people whom we have not been able to communicate with when deploying our IP on dedicated game systems.
Again, I think this is smart. I suspect the demographics for the Wii U skew heavily toward long term Nintendo fans instead of heavily toward younger or expanded audiences.Other than creating new IP, we believe that one of the challenges of developing and expanding character IP is how we can popularize existing IP such as Mario and Link even more among young consumers. Thus, as Mr. Miyamoto mentioned previously, we would like to actively consider measures such as using smart devices and utilizing Nintendo 3DS even more.
This strikes me as slightly counterproductive. Sonic Dash at 150 million downloads is a great way to advertise the Sonic brand, and then that brand is offered to people in as many ways as possible (dedicated device games, more mobile games, tv shows, merchandizing, etc). A paid game would often struggle to pass 1 million copies, which is obviously endlessly worse at extended brand reach. Now, obviously Sonic Dash has some light monetization that makes money, but not a tremendous amount, and I would think that'd be the best option for Nintendo to reach audiences if their primary goal is promotional. Instead, it sounds like they want to take the method of Hitman Go, which is kind of an oddity meant to appeal to people who play both console games and mobile games already, and introduce the brand to them in a way they might like. That's a way more specific audience than I feel Nintendo should be going for however.
Also, I think as long as you view a mobile title as a gateway to another product, you're doing a disservice to the product itself. Sonic Dash is actually treated as a core product of the series, gets frequent big updates, and even a sequel. They even do cross-over promotions with it, have a studio dedicated to Sonic mobile titles, and followed up with more Sonic games to engage with that audience.
Moor-Angol, it will end up similar to all the PSV discussions, denial on your part until it´s too obvious and then defeat.
Yeah, no one is going to pay $250 + $60 to buy a horribad game when they have a better one on their phone.Sonic Dash has 150 million downloads and yet every single Sonic title released afterwards a console/handheld has been a complete flop right (true the quality was terrible and were on Wii U/3DS...)? The TV show has done ok? Not sure about the merchandising. I think the Dash has little if any effect at all yet.
http://www.sonicstadium.org/2015/03/stephen-frost-on-sonic-boom/Former SEGA America producer Stephen Frost has called Sonic Boom a “huge success”, thanks to the project’s cartoon and toy licensing initiatives.
In an audio interview with SEGA Nerds, the producer – who has been at the forefront of all Sonic Boom-related developments, from the video games to the cartoon and merchandising efforts – said that the animated show in particular helped broaden the audience for Sonic the Hedgehog in the US. This also encouraged an explosion of toy sales, which Frost added initially sold out in 24 hours.
...
“I think from that standpoint it was a success. The audience for the cartoon is [healthy], the toys are selling really well. I remember hearing reports that in the early days, Sonic Boom toys at Toys R Us were selling out in 24 hours – that wasn’t just [sales] from fans, it was from people who were looking for something new.”
...
According to the show's PR firm, Sonic Boom has seen double- and triple-digit gains with key demographics since it began airing 8th November on Cartoon Network. It also claims the #1 spot in its time slot for the demo groups of boys 6-11, boys 9-14, and kids 9-14. It should be noted that this time slot is Saturday at 7 a.m. Eastern Time, when two 11-minute episodes are aired back to back. That's not exactly prime time, but it's nice to know the Saturday morning cartoon vibe is still being kept alive.
SAN FRANCISCO, Calif. – June 9th, 2015 – SEGA® of America Inc. announced today that its iconic ‘blue blur,’ Sonic the Hedgehog, will be racing once again in Sonic Boom: Fire & Ice for Nintendo 3DS. The newest title will build off of the highly successful animated series on Cartoon Network, currently the #1 program on all TV among boys 6-11 and 9-14 in its time period, and serve as the latest chapter in the Sonic Boom™ franchise.
San Francisco, London, 8th October 2015 - SEGA® is happy to confirm that today Sonic is back in Sonic Dash 2: Sonic Boom™, the sequel to the mobile success Sonic Dash™, which has been downloaded over 140 million times.
....
The launch of Sonic Dash 2: Sonic Boom continues the franchise’s momentum led by a #1 animated series for kids, all boys, and all girls in its timeslot on Boomerang in the UK. It is also the strongest show on Canal J in France, Cartoon Network Australia and Malaysia and the number one show Cartoon Network in the U.S. The series will launch in more than 70 countries in 2016, furthering exposure for the franchise and building affinity with consumers.The Sonic merchandising program has also surged at retail led by master toy partner TOMY and with more than 150 partners across a range of key categories.
Well, PS3 wasn't an astonishing success in Japan and sales declined a lot with respect to PS2 - software sales dropped even harder. That said, we should look PS3 average baseline, and how much more than 40k sold during those weeks. PS3 had some nice holidays sales that at the moment PS4 will hardly reach. Also, PS3 had against a still active PS2 at the beginning and a huge PSP which took away a lot of fan base - PS4 is selling worse in an environment with much less competition from Sony itself.
By yearly sales:
1. DS (2006) 8,862,969
---------------------------------------------- 150K a week (7,800,000)
2. DS (2007) 7,143,702
3. 3DS (2012) 5,626,763
---------------------------------------------- 100K a week (5,200,000)
4. 3DS (2013) 4,931,509
5. GBA (2001) 4,200,311
6. 3DS (2011) 4,135,739 (launch / 44 weeks of data)
7. DS (2008) 4,029,804
8. DS (2009) 4,025,313
9. DS (2005) 4,002,871
----------------------------------------------- 75K a week (3,900,000)
10. PS2 (2000) 3,748,200
11. WII (2007) 3,629,361
12. GBA (2003) 3,613,259
13. PS2 (2002) 3,652,800
14. PS2 (2001) 3,603,700
15. PSP (2008) 3,543,171
16. GBA (2002) 3,366,723
17. 3DS (2014) 3.153.045
------------------------------------------------ 60K a week (3,120,000)
18. PSP (2007) 3,022,659
19. DS (2010) 2,963,709
20. WII (2008) 2,908,342
21. PSP (2010) 2,890,476
22. PS2 (2003) 2,812,514
23. PS2 (2004) 2,750,776
----------------------------------------------- 50K a week (2,600,000)
24. GBA (2004) 2,574,987
25. PSP (2009) 2,307,971
26. PSP (2005) 2,225,799
27. PS2 (2005) 2,134,863
----------------------------------------------- 40K a week (2,080,000)
28. WII (2009) 1,975,178
29. PSP (2011) 1,960,177
30. PSP (2006) 1,946,911
31. WII (2010) 1,728,293
32. PS3 (2009) 1,727,041
---------------------------------------------- 30K a week (1,560,000)
33. PS3 (2010) 1,558,480
34. PS2 (2006) 1,547,866
35. PS3 (2011) 1,467,261
36. PS3 (2012) 1,327,185
---------------------------------------------- 25K a week (1,300,000)
37. GBA (2005) 1,255,011
38. PS3 (2007) 1,206,347
39. PSV (2013) 1,197,980
40. PSV (2014) 1.147.938
41. DS (2004) 1,095,930 (launch / 4 weeks of data)
------------------------------------------------ 20K a week (1,040,000)
42. GC (2003) 1,039,687
43. GC (2002) 1,034,484
44. PS3 (2008) 991,303
45. WII (2006) 989,118 (launch / 5 weeks of data)
46. PSP (2012) 941,992
47. WII (2011) 937,451
48. PS4 (2014) 925.570 (launch / 44 weeks of data?)
49. GC (2001) 925,924
50. WIU (2013) 880,088
51. PS3 (2013) 824,167
52. PS2 (2007) 816,419
------------------------------------------------- 15K a week (780,000)
53. DS (2011) 711,204
54. PSV (2012) 674,365
55. WIU (2012) 638,339 (launch / 4 weeks of data)
56. GC (2004) 608,163
57. WIU (2014) 604.856
------------------------------------------------ 10K a week (520,000)
58. WII (2012) 492,999
59. PS2 (2008) 480,664
60. PS3 (2006) 466,716 (launch / 8 weeks of data)
61. PS3 (2014) 450.034
62. GBA (2006) 433,336
63. PSP (2013) 429,393
64. PSV (2011) 402,794 (launch / 2 weeks of data)
65. PSP (2004) 339,944 (launch / 3 weeks of data)
66. 360 (2009) 331,706
67. 360 (2008) 317,859
68. GC (2005) 305,000
------------------------------------------------- 5K a week (260,000)
69. 360 (2007) 257,841
70. PS2 (2009) 256,131
71. 360 (2010) 208,790
72. 360 (2006) 208,697
73. 360 (2011) 114,075
74. PS2 (2010) ~90,000
75. GC (2006) 89,775
76. 360 (2005) 81,770 (launch / 3 weeks of data)
77. WII (2013) 77,337
78. GBA (2007) 74,089
79. 360 (2012) 67,273
80. XB1 (2014) 45.958
81. DS (2012) 28,627
82. 360 (2013) 19,548
Home Consoles 6th / 7th / 8th Gen Yearly Performances (Famitsu):
By yearly sales:
----------------------------------------------- 75K a week (3,900,000)
1. PS2 (2000) 3,748,200
2. WII (2007) 3,629,361
3. PS2 (2002) 3,652,800
4. PS2 (2001) 3,603,700
------------------------------------------------ 60K a week (3,120,000)
5. WII (2008) 2,908,342
6. PS2 (2003) 2,812,514
7. PS2 (2004) 2,750,776
----------------------------------------------- 50K a week (2,600,000)
8. PS2 (2005) 2,134,863
----------------------------------------------- 40K a week (2,080,000)
9. WII (2009) 1,975,178
10. WII (2010) 1,728,293
11. PS3 (2009) 1,727,041
---------------------------------------------- 30K a week (1,560,000)
12. PS3 (2010) 1,558,480
13. PS2 (2006) 1,547,866
14. PS3 (2011) 1,467,261
15. PS3 (2012) 1,327,185
------------------------------------------------ 25K a week (1,300,000)
16. PS3 (2007) 1,206,347
------------------------------------------------ 20K a week (1,040,000)
17. GC (2003) 1,039,687
18. GC (2002) 1,034,484
19. PS3 (2008) 991,303
20. WII (2006) 989,118 (launch / 5 weeks of data)
21. WII (2011) 937,451
22. GC (2001) 925,924
23. PS4 (2014) 925.570
24. WIU (2013) 880,088
25. PS3 (2013) 824,167
26. PS2 (2007) 816,419
------------------------------------------------- 15K a week (780,000)
27. WIU (2012) 638,339 (launch / 4 weeks of data)
28. GC (2004) 608,163
29. WIU (2014) 604.856
------------------------------------------------ 10K a week (520,000)
30. WII (2012) 492,999
31. PS2 (2008) 480,664
32. PS3 (2006) 466,716 (launch / 8 weeks of data)
33. 360 (2009) 331,706
34. 360 (2008) 317,859
35. GC (2005) 305,000
------------------------------------------------- 5K a week (260,000)
36. 360 (2007) 257,841
37. PS2 (2009) 256,131
38. 360 (2010) 208,790
39. 360 (2006) 208,697
40. 360 (2011) 114,075
41. PS2 (2010) ~90,000
42. GC (2006) 89,775
43. 360 (2005) 81,770 (launch / 3 weeks of data)
44. WII (2013) 77,337
45. 360 (2012) 67,273
46. XB1 (2014) 45.958
47. 360 (2013) 19,548
Just look at how much Rovio sold off of Angry Birds. It slowed down later due to them having less success and not getting into other kinds of longer term merchandising fast enough (see cartoons and cartoon films especially, so kids get attached to the characters).
Well I honestly think most of the discussion about "console/handheld sales" isn't based on how much each console sold in Japan yearly. Let me help here.
Portables & Home Consoles 6th / 7th / 8th Gen Yearly Performances (Famitsu):
Code:1. DS (2006) 8,862,969
Ōkami;184707110 said:1. [PS4] Call of Duty: Black Ops III - 342 pts
2. [PS3] Call of Duty: Black Ops III - 82 pts
5. [WIU] Splatoon - 27pts
12. [WIU] Super Mario Maker - 13pts
I don't think Sega and Nintendo have the same ambitions regarding mobile and taking into account brand recognition, ressources and development skills, I can understand why they're not interested by the easy route (i.e Mario Runner). And Mario is not Sonic sales wise. As usual with Nintendo, we'll have to wait how they execute and what kind of real mobile games they'll release.
Which was still holding true as of:
SAN FRANCISCO, Calif. June 9th, 2015 SEGA® of America Inc. announced today that its iconic blue blur, Sonic the Hedgehog, will be racing once again in Sonic Boom: Fire & Ice for Nintendo 3DS. The newest title will build off of the highly successful animated series on Cartoon Network, currently the #1 program on all TV among boys 6-11 and 9-14 in its time period, and serve as the latest chapter in the Sonic Boom franchise.
I don't agree with this one bit. If anything, QoL seems more like an excuse for the investors than mobile gaming.I dont think Nintendo cares about Mobile and i think it really irritates them that they've been forced into that market.
I think the DeNA partnership is just there to keep investors off their backs while they prepare for the projects that they actually care about (NX).
Amiibos outselling games.
lol
I don't agree with this one bit. If anything, QoL seems more like an excuse for the investors than mobile gaming.
Rakuten Books Sales Week 45, 2015 (Nov 2 - Nov 8)
03./00. [3DS] Mario & Luigi: Dream Team
im not really familiar with the Rakuten stores nor how reliable this has proven to be in terms of matching Media Create, Famitsu or Degenki.Rakuten Books Sales Week 45, 2015 (Nov 2 - Nov 8)
01./00. [3DS] Disney Magic World 2: My Happy Life
02./00. [PS4] Call of Duty: Black Ops III
03./00. [3DS] Mario & Luigi: Dream Team
04./00. [PSV] To Love Ru Trouble: Darkness - True Princess
05./04. [3DS] PriPara Mezase! Idol Grand Prix No.1!
06./01. [PSV] God Eater Resurrection
07./05. [WiiU] Splatoon
08./02. [3DS] The Legend of Zelda: TriForce Heroes
09./00. [PS4] Call of Duty: Black Ops III
10./08. [3DS] Animal Crossing: Happy Home Designer
*Splatoon Amiibo ranked between the second and the third place. We can expect around 20,000 units sold of that SKU across Japan.
I remember there was a gaffer who was convinced 2013 was a bad year for 3DS in Japanjust because it sold less than the year before.4. 3DS (2013) 4,931,509
Rakuten Books Sales Week 45, 2015 (Nov 2 - Nov 8)
01./00. [3DS] Disney Magic World 2: My Happy Life
02./00. [PS4] Call of Duty: Black Ops III
03./00. [3DS] Mario & Luigi: Dream Team
04./00. [PSV] To Love Ru Trouble: Darkness - True Princess
05./04. [3DS] PriPara Mezase! Idol Grand Prix No.1!
06./01. [PSV] God Eater Resurrection
07./05. [WiiU] Splatoon
08./02. [3DS] The Legend of Zelda: TriForce Heroes
09./00. [PS4] Call of Duty: Black Ops III
10./08. [3DS] Animal Crossing: Happy Home Designer
11./07. [3DS] Picross 3D 2
12./00. [PS4] NBA 2K16
13./00. [PSV] Teikoku Kaigun Renbojou: Meiji Yokosuka Koushinkyoku
14./00. [3DS] Code Name: S.T.E.A.M.
15./00. [PS4] Fairy Fencer F: Advent Dark Force
16./00. [PS4] Grand Theft Auto V
17./09. [3DS] Yo-Kai Watch Busters: White Dog Squad
18./06. [PS4] God Eater Resurrection
19./10. [WiiU] Super Mario Maker
20./00. [PS4] NBA 2K16
*Splatoon Amiibo ranked between the second and the third place. We can expect around 20,000 units sold of that SKU across Japan.
Does Qol even still exist? I get the impression it got canned.
Yes, that's right. Dream Team actually, is at 1,296yen since this week.Uh, Dream Team? Is that right? I know Paper Jam coming out soon probably means that DT is getting some sort of price cut and/or promotion, but still.
Well, talking about reliability of Rakuten, at least, is a better metric than Amazon, in my opinion. Lots of stores sell their products on there Joshin, Bic Camera (the most important), Sofmap, Edion, even Amiami. But the rank I post is Rakuten-only based, so it is biased toward everything Rakuten does.im not really familiar with the Rakuten stores nor how reliable this has proven to be in terms of matching Media Create, Famitsu or Degenki.
im quoting because i find it interesting to see Dream Team there. Was there a clearance sale or is it an effect of the next Paper/Team Mario coming up?
And 3rd place no less in a week with somewhat significant releases.
Edit: Sterok post wasn't there when i was typing XD
It's, as I said to Sterok, a pricecut at Rakuten.I thought that was the new M&L at first and was like what?
I've never bought an old game because a new sequel was coming out soon, but apprently that happens a lot.
no, i don't defeat, i just stop cause keep discussing with people like you it's just a waste of time
Ōkami;184719239 said:
I wonder how many times a home system sold 150k in the latest 5 years (launch week excluded obviously)
130k is not 150k
answer : PS3 on Dec.2009 (245k)
PS3 sold more than 40k :
2007 - 10 times
2008 - 3 times
2009 - 12 times
2010 - 9 times
2011 - 7 times
PS4 sold more than 40k :
2015 - 5 times (estimate : 10 times including Dec. and one week in Nov.)(optimistic)
even PS3 which sold 10mln units barely sold 40k weekly and this should be the standard for PS4 for not being called a failure
well, nothing to add, numbers are worth than a thousand words![]()
Sofmap Akihabara
It would be great if you actually did that, but as of now you jump on any factual data from anyone, that doesn´t fit your view about the "great performing PSV", and quite frankly that´s really annoying, since the responses often end up to be just baseless defensive drivel and accusations without any relevant data. At the very least you are starting to move from PSV to PS4.Since the trajectory got far too obvious. lol
didn't check, my bad, thought it was already in "quiet mode" in 2009
Why does this Call of Duty Black Ops III advertisement have a McDonald's restaurant in it?
didn't check, my bad, thought it was already in "quiet mode" in 2009
[/URL]
9. WII (2009) 1,975,178
10. WII (2010) 1,728,293
[/CODE]
at least i made you laugh, your comments are always annoying and don't vary from "vita is doomed" to "PS4 isn't selling good" to "let's praise all together the mighty 3DS King of sales and dominant system"
as i said discussing with you it's just a waste of time
They got Daigo.
The Wii in 2010 still outsold the best year of the PS3 lol. So no, it wasn't "quiet" in 2009 or even 2010 lol.
at least i made you laugh, your comments are always annoying and don't vary from "vita is doomed" to "PS4 isn't selling good" to "let's praise all together the mighty 3DS King of sales and dominant system"
as i said discussing with you it's just a waste of time
ok but excluding winter holiday weeks or price drops, i don't know how many times a home system sold 150k weekly, that's an insane amount even for nintendo handhelds
For a handheld.That is what is considered good sales.
For a handheld.
How about a console?
It's happening slowly but I feel like Japanese gaming market is getting westernized to some extent.