Since we're mentioning COMG again, the 3DS Seven Deadly Sins game showed up again in the weekly chart, presumably due to a new shipment. Wonder if it'll actually be up in next week's Media Create because it's done pretty well on COMG:
[3DS] Seven Deadly Sins truth of false accusation - 69pt
As I wrote a few days ago, the game was indeed super-supply constrained, since it basically disappeared from Famitsu Top 30, and was traded for a high price on Amazon. Now it seems the game has been restocked and we might see a huge comeback, as another Bandai Namco sleeper hit: Run for the Money.
Actually, you know what, we can also take this the other direction if people prefer.
Let's start with the assumption that you guys are right and that Bravely Default and Legend of Legacy are great arguments to make more 3DS games.
What developers (developers specifically, not publishers in general) should be making what games for 3DS based on this that aren't doing so already, and for any examples, why is this a better decision than what they're currently doing?
First of all, I think we should have seen more strategy-RPGs on the system. Fire Emblem sold close to 500k units, becoming the best-selling game in the genre since... The late Ninenties? It is safe to say that Fire Emblem audience like jRPGs and more specifically sRPGs, so a Final Fantasy Tactics, a Tactics Ogre, a Disgaea, a Front Mission would have made sense. Now we are seeing some small publishers to chase for this audience, but a new Fire Emblem is releasing this Summer, so that might be bad timing.
Also, more traditional jRPGs. What Bravely Default shown is that the 3DS audience is well receptive towards this genre, otherwise a new IP would not have had a 300k debut, with almost 100k units across digital and For the Sequel. For example, Square Enix itself could have tried some traditional game in established franchises (Mana -even if aRPG, SaGa). Shin Megami Tensei IV also sold greatly, so even more mature games might have sold well.
The success of mainstream anime tie-ins, such as Attack on Titan, also showed how the installed base might make a difference; only in 2015 we're seeing an almost serious effort in bringing a more traditional DB on the system.
One genre that was well covered, and quite smartly, is simulation; following (and even before) Animal Crossing, there were plenty of sim-games, of different kinds, that sold well: Rune Factory, Harvest Moon, Fantasy Life (though more RPG-ish), Magician's Quest. I think Popolocrois Monogatari will sell quite well.
Like if we look at the sales trends:
Bravely Default: 144,909 FW -> 357,640 LTD
FF: 4WoL: 119,634 FW -> 200,364 LTD
Bravely Default managed a bit more upfront strength than the Final Fantasy branded game (and FF:4WoL's first week is much higher than LoL is likely to ever get), but then the game delivering on what people wanted (and word of that getting around) got it well beyond 4WoL.
I split it apart this way as it's hard to tell a game's quality prior to release and word of mouth, especially given how few review outlets exist in Japan, so what's happening up front is going to be driven heavily by hardcore demand, brand power, and marketing.
Edit:
To give a brand power comparison, this is how a game without existing brand strength started:
Yokai Watch: 52,901 FW -> 1,319,637 LTD
If Bravely Default did nearly three times the first week of either Yokai Watch or Legend of Legacy, and it didn't have strong marketing, what do you feel was helping push that?
If we say it's not brand power and associate it over to making quality games and then giving out a demo, I think that gives us a more general release strategy for games as a whole than a 3DS specific thing.
I'll be out for quite a few hours though, but will try to respond either late tonight or tomorrow.
A counterexample is Fantasy Life (no brand behind it, launched after Animal Crossing):
Fantasy Life: 134,088 FW -> 288,271 LTD
The result is similar to Bravely Default (with also an expanded version debuting at 18,946 and selling 67,256 units).