A lot of them must have died of dysentery during the trip.swerve said:Look at PSP's weekly sales and it all stands up. It's the new PS2. It's where PlayStation gamers went.
I don't think it's flat-out wrong, people just jumped on you because they thought you saw PSP as the new PS2 in terms of market share, developer support etc. I think it's pretty obvious that Nintendo doesn't have the bulk of the PS gamers (yet?), I don't live in Japan but it does sound reasonable that those people are drawn towards PSP.swerve said:Sure, and I'm not denying that Wii can become the new PS2 with things like DQ X and MH3.
But currently, the PlayStation gamer is interested in PSP. Wii sales aren't as amazing as they could have been because PSP is taking a lot of the potential customers right now.
Just sharing how I see it. Sorry if it's completely wrong.
Maybe a lot of them are pirating the games they play. Whatever it is, they aren't interested all that much in Wii and I think PSP does have an influence in this.JoshuaJSlone said:A lot of them must have died of dysentery during the trip.
But to be serious, going by the Famitsu software pie PS2 still beat PSP in software sales about a third of this week's years, and even PS2+PS3+PSP does not add up to what PS2 used to be. "The PlayStation gamer" is all over the place at this point.
swerve said:Look at PSP's weekly sales and it all stands up. It's the new PS2 for some game genres. It's where PlayStation gamers went.
I can see the wisdom of this, but what caused the change now? Last year Wii was doing better than the PS2; this year, with more and better games, it's doing worse. Has the handheld situation changed in a way that could cause that?JoshuaJSlone said:I'm sure one could try to go further back and explain the whys of this, but portables haven't taken such a dominating role in the market in the US, which leaves more of the pie for a strong console to eat.
Liabe Brave said:I can see the wisdom of this, but what caused the change now? Last year Wii was doing better than the PS2; this year, with more and better games, it's doing worse. Has the handheld situation changed in a way that could cause that?
Part of it I think is past-PS2 improving. Its early numbers were kept down by worse-than-Wii shortages, and a comparison going equal times from launch puts PS2 at early 2002. Its strongest year, and at a point when its appeal had been broadened by a wide variety of games from big publishers. To name some of the biggest: Final Fantasy X, Gran Turismo 3, Dynasty Warriors 3, Onimusha 1 and 2, Hot Shots Golf 3, Kingdom Hearts, Metal Gear Solid 2, and Virtua Fighter 4. All bigger than Dragon Quest Swords.Liabe Brave said:I can see the wisdom of this, but what caused the change now? Last year Wii was doing better than the PS2; this year, with more and better games, it's doing worse. Has the handheld situation changed in a way that could cause that?
Maybe a lot of them are pirating the games they play. Whatever it is, they aren't interested all that much in Wii and I think PSP does have an influence in this.
There are no PlayStation gamers. There are RPG gamers, there are karaoke-quiz-music gamers, there are casual ignorant gamers, there are casual educated gamers, there are GAF gamers, and so on.swerve said:But currently, the PlayStation gamer is interested in PSP. Wii sales aren't as amazing as they could have been because PSP is taking a lot of the potential customers right now.
?Liabe Brave said:And even if that's not the case, PS3 is "only" down 20%; the Wii is down more than 27%!
PantherLotus said:Sony has seen the biggest drop, selling 200k PS3s in the same time it sold 340k last year, a 40.68% drop. Nintendo has also seen a significant drop in sales, selling 360k Wii systems compared to 576k in 2007, 37.76% less than 2007 totals.
JoshuaJSlone said:So I looked at the Garaph numbers, and (pulling a LanceStern) have arbitrarily decided to count an eventual 250K LTD as a "big game". I then measure the days between releases of 250K games as the drought period. Then I specifically make a note of periods longer than 50 days for a further look. Now I'll list some notables.
PS2
98 days between Gekikuukan Pro Baseball: At the End of the Century 1999 (September 7, 2000) and The First Step: Victorious Boxers (December 14, 2000).
98 days between Musou Orochi: Maou Sairin (April 3, 2008) and Persona 4 (July 10, 2008).
91 days between Warriors Orochi (March 21, 2007) and Super Robot Wars OG: Original Generations (June 28, 2007).
84 days between Romancing Saga: Minstrel Song (April 21, 2005) and Power Pro Baseball 12 (July 14, 2005).
77 days between Persona 4 (July 10, 2008) and Super Robot Taisen Z (September 25, 2008).
DS
112 days between Super Mario 64 DS / WarioWare: Touched! (December 2, 2004) and Kirby Canvas Curse (March 24, 2005).
63 days between Taiko Drum Master 2 (April 24, 2008) and Derby Stallion DS (June 26, 2008).
56 days between Mario & Sonic at the Olympic Games (January 17, 2008) and Beautiful Letter Training (March 13, 2008).
GBA pre-DS
105 days between Kirby & The Amazing Mirror (April 15, 2004) and Final Fantasy I & II: Dawn of Souls (July 29, 2004).
92 days between four launch games (March 21, 2001) and Tactics Ogre: The Knight of Lodis (June 21, 2001).
90 days between Duel Monsters 6 Expert 2 (December 20, 2001) and Power Pro Pocket 4 (March 20, 2002).
84 days between Super Robot Wars A (September 21, 2001) and Mega Man Battle Network 2 / Super Mario Advance 2 (December 14, 2001).
GBA post-DS
196 days between Yoshi Topsy-Turvy (December 9, 2004) and Mushi King (June 23, 2005).
148 days between Mega Man EXE 6 Cybeast Gregar/Falzar (November 23, 2005) and Mother 3 (April 20, 2006).
147 days between Mushi King (June 23, 2005) and Pokémon Dungeon: Red Rescue Team (November 17, 2005).
PS3
168 days between Metal Gear Solid 4: Guns of the Patriots (June 12, 2008) and World Soccer Winning Eleven 12: PES 2009 (November 27, 2008).
147 days between Dynasty Warriors Gundam (March 1, 2007) and Hot Shots Golf 5 (July 26, 2007).
110 days to get one at all, Dynasty Warriors Gundam (March 1, 2007) being the first.
108 days between Hot Shots Golf 5 (July 26, 2007) and Dynasty Warriors 6 (November 11, 2007).
GCN
257 days between Naruto Gekitou Ninja Taisen! 3 (November 20, 2004) and Pokémon XD: Gale of Darkness (August 4, 2005).
196 days between The Legend of Zelda: The Wind Waker (December 13, 2002) and Animal Crossing e+ (June 27, 2003).
139 days between Donkey Konga (December 12, 2003) and Pikmin 2 (April 29, 2004).
119 days between Resident Evil (March 22, 2002) and Super Mario Sunshine (July 19, 2002).
98 days between Animal Crossing (December 14, 2001) and Resident Evil (March 22, 2002).
PSP
308 days between Dynasty Warriors (December 16, 2004) and Nou Ryoku Trainer Portable (October 20, 2005).
245 days between Monster Hunter Freedom (December 1, 2005) and Monster Hunter Freedom (PSP The Best) / SD Gundam G Generation Portable (August 3, 2006).
140 days between Monster Hunter Freedom (PSP The Best) / SD Gundam G Generation Portable (August 3, 2006) and Metal Gear Solid: Portable Ops (December 21, 2006).
126 days between Final Fantasy Tactics: The War of the Lions (May 10, 2007) and Crisis Core: Final Fantasy VII (September 13, 2007).
112 days between Hot Shots Golf: Open Tee 2 (December 6, 2007) and Monster Hunter Portable 2 G (March 27, 2008).
112 days between Jikkyou Powerful Pro Yakyuu Portable 3 (May 29, 2008) and Mobile Suit Gundam: Gundam vs. Gundam (November 20, 2008).
Wii
Note that I stretch things a little. Wii Music is pretty sure to hit 250K soon, so I'll count it as one rather than overstate the big drought for extra drama.
189 days between Mario Kart Wii (April 10, 2008) and Wii Music (October 16, 2008).
126 days between Pokémon Battle Revolution (December 14, 2006) and Super Paper Mario (April 19, 2007).
98 days between Mario Party 8 (July 26, 2007) and Super Mario Galaxy (November 1, 2007).
So there's something. Wii's bigass drought of a big game is not quite unprecedented, but one must go to some pretty unsavory places and times to get worse.
Stopsign said:To be fair, for the Wii, Tales of Symphonia 2 has a chance of breaking 250k, which would split that time in half.
Looking at the PSP, it's no wonder it failed. If they don't have two 250k games in a 309 day period, there is something wrong, especially if it's right after launch.
JoshuaJSlone said:So I looked at the Garaph numbers, and (pulling a LanceStern) have arbitrarily decided to count an eventual 250K LTD as a "big game". I then measure the days between releases of 250K games as the drought period. Then I specifically make a note of periods longer than 50 days for a further look. Now I'll list some notables.
charlequin said:Dissidia should have much better legs than comparable titles like Crisis Core since it's focused around multiplay and therefore (assuming people are enjoying it) they won't likely sell it back immediately.
Terrell said:Anyone wanna bet that Capcom releases a Capcom-only fighter based on the TvC engine for North America as a way to recoup the costs of the development?
After playing TvC, I can say that the development cost is pretty low. What they had sold is enough to cover the cost:lolTerrell said:Anyone wanna bet that Capcom releases a Capcom-only fighter based on the TvC engine for North America as a way to recoup the costs of the development?
Well, if it's not doing so hot on sales charts, I can't imagine it's making them lots of dosh in arcade cabinet sales, either. And development costs of the fighting engine, character licensing costs... there's lots of hidden numbers here. More to the point, a release in America of TvC as it is isn't viable to sell. So a quick and easy re-tooling with more Capcom content and it's ready to go for us.duckroll said:It's.... making a loss?
Tenbatsu said:After playing TvC, I can say that the development cost is pretty low. What they had sold is enough to cover the cost
I don't think it has anything to do with the console and more to do with the genre.apujanata said:Wow. They can recover the cost using the first week sales / first day sales, even though lots of people considered TvC as bomba game ?
Developing games on Wii must be very profitable.
We're past the era when fighting games can just re-use sprites. Everything had to be drawn and tweaked from the ground up with this title, comparing it to the dev cost of a sprite copypasta is kind of counter-productive. Sure, this isn't gonna have Soul Calibur 4 dev costs or anything, but it has to be substantial enough to cast doubt on how much money Capcom is actually able to recover from it.zoku88 said:I don't think it has anything to do with the console and more to do with the genre.
I don't think most fighters need to sell that much to be profitable (bar the obvious few.)
Yeah. Interesting results, but obviously the one view leaves a bit to be desired. This time I did it about half with lists from Garaph and half with tinkering in a spreadsheet since I figured it'd be a one time thing, but it shouldn't take much more effort to at least turn it into one of the minor tools that sits forever in the /labs directory. Specify a platform, raise or lower the sales cutoff bar, click: results.Stumpokapow said:This is a pretty good idea but you might try to repeat it with various numbers and determine whether or not the results are materially different. For example, if a given console consistently had 225k games but rarely had 250k games (not hypothesizing about any one console or any one time period) this same experiment would result in pretty different results given a barrier of 200k.
Not that I think you should necessarily post 15 times with every possible cutoff point, just survey some of them yourself and let us know whether or not there's any major difference.
(etc. etc. etc.)
Its magical. Every Wii game is very profitable, and companies not profiting is because they don't make more Wii games. TvC profits come after funding Street Fighter IV entirely too.apujanata said:Wow. They can recover the cost using the first week sales / first day sales, even though lots of people considered TvC as bomba game ?
Developing games on Wii must be very profitable.
Kurosaki Ichigo said:Its magical. Every Wii game is very profitable, and companies not profiting is because they don't make more Wii games. TvC profits come after funding Street Fighter IV entirely too.
Actually, that's a great idea, it has more current relevance in Japan and has a strong brand foothold in North America, as well.NeonZ said:I guess this just shows the Tatsunoko brand is really weak even in Japan. It might be well known, but current anime fans just don't have much interest on it. I was hoping Capcom would make a "VS Jump" title, but, considering the failure of this game, I don't think we're getting a related title anytime soon.
Of course, the failure of this game might also make Capcom more likely to use some bigger license after a few years, rather than just making a VS Tatsunoko 2.
NeonZ said:I was hoping Capcom would make a "VS Jump" title, but, considering the failure of this game, I don't think we're getting a related title anytime soon.
Heh. Considering the success of Super Stars and Ultimate Stars, they'd probably have to pay out the nose and put "vs Capcom" in a really tiny font. :lolTerrell said:Actually, that's a great idea, it has more current relevance in Japan and has a strong brand foothold in North America, as well.
Terrell said:Anyone wanna bet that Capcom releases a Capcom-only fighter based on the TvC engine for North America as a way to recoup the costs of the development?
Tenbatsu said:After playing TvC, I can say that the development cost is pretty low. What they had sold is enough to cover the cost:lol
Those kids that used to watch those anime starring the characters in the game are now like, 30/40/50 plus? (except for Karas) And its highly likely that they had stop gaming already. For example, Gatchaman TV anime original run is from 1972 - 1974 so its not amazed that it doesn't appeal to kids nowsaday which is also, not the target audience of this game.NeonZ said:I guess this just shows the Tatsunoko brand is really weak even in Japan. It might be well known, but current anime fans just don't have much interest on it.
Don't really know how they handle this but I bet it wont be too expensive. Bandai Namco also licensed Production IG for Sky Crawlers, a game with pretty low sales and shipment. However, they seems to be ok with that.Flying_Phoenix said:Including the cost of licensing Tatsunoko? Or did Capcom handle the license a different way?
duckroll said:I don't think used copies are the reason why RPG titles lack legs honestly. Even if everyone kept their copies, the chances of there being a sizable number of people who will buy a heavily story driven game with low replay value post-launch window is pretty low. Basically if someone isn't interested enough in a RPG in the first month of release, the chances of him or her buying the game sometime after that is reduced drasically. Even if they do pick up a used copy for cheap, I would say the odds of the person buying it new if there wasn't a used copy is much lower.
What will potentially drive Dissidia's legs is the community. That and nothing else. When there is an active community of players playing a game with a big multiplayer component, if the trend catches on then more and more players will eventually be drawn to the game because of people they know. These would be people outside of the usual fanbase that is attracted to the game because of the fanservice and branding to begin with, so that will be the long-term support that S-E is banking on. We'll just have to see how it pans out.
HK-47 said:Would SE bother with upgraded versions to keep people interested, SF II milking style?
duckroll said:Dissidia isn't Street Fighter. It's a completely different type of game. What would keep the community alive is the community itself, and listening to fan input. Considering the amount of work put into Dissidia to make it a fun and extremely competitive game both in single and multi player, I would be very surprised if this isn't meant to be an ongoing franchise. It'll be pretty hard to see then make a sequel immediately, so I think at least expansions would be welcome. This is all depending on how successful the game and the community is in the long run, we probably won't know until next month at least.
JoshuaJSlone said:Terrell, there's also the worry about throwing good money after bad. If it didn't do hot in Japan and they don't have reason to believe it'll do better elsewhere, putting in more development time and creating an advertising campaign to sell a few more dozen thousand copies of a derivative game could cost more than it's worth.
Flying_Phoenix said:Including the cost of licensing Tatsunoko? Or did Capcom handle the license a different way?
Let's see....HK-47 said:Josh, do we have any games on the database to trends similar to Girls Mode and RTG? Just to see where they might end up
Well, it's not like 2D fighters are huge anywhere. If I've just released one that didn't do what I hoped in Japan, my first thought probably isn't "But of course the Americans will eat it up!"Linkup said:wait what?
Done. :lolBishopLamont said:Otona no Joushikiryoku Training DS is Common Sense Training or General Knowledge Training.