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Media Create Sales: Week 11 {2012.03.12 - 2012.03.18}

Bruno MB

Member
I was awaiting your weekly post with the new releases king zell, I enjoy watching them.

And I also think that Black Panther 2: Yakuza will be a little bit bigger than Kid Ikarus: Uprising.

One question: Is it forbidden to post the photos directly on the thread instead of just the links?
 

test_account

XP-39C²
DR2:OTR was originally expected to sell 800k (just another of those many cases of Capcom later reducing or missing their targets that I mentioned) in an earlier quarterly report. I doubt they would have bothered including it in their sales projections if they expected it to only sell 500k all along, but since it was already listed in their sales targets from before, they kept the reduced figure in their more recent report. But yeah, we may very well get a shipment number for RE:R in their fiscal year-end summary. But it's not guaranteed.
Yeah, only time will tell :)


Not the same at all, in 3D Land or Mario Kart 7 you can play a level in less than 4 minutes.
Yesterday night I had to wait more than 20 minutes to get to a saving point in RE:R in Episode 3 (there's only autosave, and that sucks honestly). It's really not meant to be played in short burst, and especially in your first playthrough eache episode can be quite lenghty, i'm at the middle (?) of the 4th episode in 5h:45'. Sleep mode doesn't make sense with this game really, it's not a pick up and play title at all, just more portable than a main entry title, but not that much.
Also, I'd be shocked to find out the game's development costs were much higher than 1/10 of that of RE5, but that doesn't necessarily speak for the quality of the game itself (I despised what I played of RE5, I quite like RE:R).
My point was just that the Mario games are originally console experiences, and people buy that on the handheld as well :) Some consoles experiences works great on handheld as well. While i agree that having games that are structured more like to be played in shorter bursts could be a good fit for handheld systems, i dont think that anyone here suggest here that games that dont have levels that can be completed in within 3-4 minutes isnt going to sell on handheld platforms? That was also some of my point.


Sleep mode makes sense since it is about progression and it makes it very easy to pick up and play. Instead of loading the whole game over and over again, it is just to press one button and a few seconds later you're back in the game. Bigger games like RE:R does have some loading time, so sleep mode actually makes especially sense for games like this :) And about progression, if i play for 10-15 minutes, then take a break for a few hours and then play some more, i'm not going to forget what i played a few hours ago. It's kinda like reading a book, it is fully possible to read a few pages now and then, and that works fine in my opinion.

I'm playing through Uncharted: Golden Abyss in these days, and i've probably put the Vita down 10 times and i still havnt beaten the game. I havnt forgotten what the story is about, nor does this interfere with my experience of the game. I dont need to play through a game like this in one (or a few) sitting to get a good enjoyment out of it. So it makes sense, but if everyone prefer this is another question however. I can only speak for myself.

What was the budget for RE5 by the way?
 

Bruno MB

Member
Direct copy-paste google translation is worse than posting the original Japanese text you know.

I was referring to the photos of the new releases from true-gaming.net.

Edit: Sorry, I misunderstood your message, and yes I understand he needs the clicks to maintain his site. You can count on my clicks :)
 

Luigiv

Member
Talk about legs, Monster Hunter Freedom 3 appears every week on the extended list, usually in the top 20 but this week at 26. And there's alot of action happening every week outside the top 20 with some other long legged titles like Just Dance Wii, Gran Turismo PS3, and Nintendogs 3DS.

They're alright. MHP2ndG had considerably better legs by comparison though I guess that was to be expected with P3rd selling more in it's first month than P2ndG sold in it's entire lifetime include it's "The Best" re-release.
 

Chris1964

Sales-Age Genius
Yesterday the general impression from retailers blogs was Kid Icarus>Black Panther 2 with Black Panther 2 < Black Panther 1.

Black Panther 2 is the first game this year to watch its performance as a sequel on PSP followed be 2nd Super Robot Wars Z and God Eater 2 as PSP's last "big titles".
 

cw_sasuke

If all DLC came tied to $13 figurines, I'd consider all DLC to be free
Yesterday the general impression from retailers blogs was Kid Icarus>Black Panther 2 with Black Panther 2 < Black Panther 1.

Black Panther 2 is the first game this year to watch its performance as a sequel on PSP followed be 2nd Super Robot Wars Z and God Eater 2 as PSP's last "big titles".

I think we can also add Little Brawlers 2 in that category - but yeah that about wraps it up.
 

Dash Kappei

Not actually that important
Yeah, only time will tell :)



My point was just that the Mario games are originally console experiences, and people buy that on the handheld as well :) Some consoles experiences works great on handheld as well. While i agree that having games that are structured more like to be played in shorter bursts could be a good fit for handheld systems, i dont think that anyone here suggest here that games that dont have levels that can be completed in within 3-4 minutes isnt going to sell on handheld platforms? That was also some of my point.


Sleep mode makes sense since it is about progression and it makes it very easy to pick up and play. Instead of loading the whole game over and over again, it is just to press one button and a few seconds later you're back in the game. Bigger games like RE:R does have some loading time, so sleep mode actually makes especially sense for games like this :) And about progression, if i play for 10-15 minutes, then take a break for a few hours and then play some more, i'm not going to forget what i played a few hours ago. It's kinda like reading a book, it is fully possible to read a few pages now and then, and that works fine in my opinion.

I'm playing through Uncharted: Golden Abyss in these days, and i've probably put the Vita down 10 times and i still havnt beaten the game. I havnt forgotten what the story is about, nor does this interfere with my experience of the game. I dont need to play through a game like this in one (or a few) sitting to get a good enjoyment out of it. So it makes sense, but if everyone prefer this is another question however. I can only speak for myself.

What was the budget for RE5 by the way?

The point is that RE:R is not a game meant to be played as a portable game, in my opinion, despite the effort with the episodic structure of the campaign. I'm not sure how much that has affected (or not) its sales, I think it's just that the target audience is lackin, on handhelds, in NA but especially EU. I also think the game would've done better during the launch window in those territories, even with a smaller userbase.
You can play ANY game/ports released on PSP/3DS/etc putting them in sleep mode, that doesn't immediately make 'em suited for portable play. Putting the system in sleep mode means you can't play anything else in-between so if there's a game like RE:R which has sparse saving points and only autosaving, you're stuck.

The only certain figure we have mentioned by Capcom is that of an estimated 2 billion ¥ as of the end of April 2008, with another 10 months of development ahead and without factoring in the heavy marketing campaign.
 

Dash Kappei

Not actually that important
Yesterday the general impression from retailers blogs was Kid Icarus>Black Panther 2 with Black Panther 2 < Black Panther 1.

Black Panther 2 is the first game this year to watch its performance as a sequel on PSP followed be 2nd Super Robot Wars Z and God Eater 2 as PSP's last "big titles".

Wow. Goodbye predictions then :/ Way overstimated BP2 and I might have underestimated KI too.
Happy for Sakurai tho, hopefully it doesn't mean that both titles' perfomance is mediocre.
 

Cassovia

Member
Better late than never - Congratulation!
| PS3 | 27.900 | 34.816 | 26.623 | 371.101 | 326.198 | 8.007.486 |

next is PSP.
 

test_account

XP-39C²
The point is that RE:R is not a game meant to be played as a portable game, in my opinion, despite the effort with the episodic structure of the campaign. I'm not sure how much that has affected (or not) its sales, I think it's just that the target audience is lackin, on handhelds, in NA but especially EU. I also think the game would've done better during the launch window in those territories, even with a smaller userbase.
You can play ANY game/ports released on PSP/3DS/etc putting them in sleep mode, that doesn't immediately make 'em suited for portable play. Putting the system in sleep mode means you can't play anything else in-between so if there's a game like RE:R which has sparse saving points and only autosaving, you're stuck.
Sure, sleep mode will limit the usage of other games indeed, but at least it is a good way to take breaks without having to load the game all over again. And also, if someone only has 10 minutes to play at bus/train to work, then they dont have to rely on savegames right there and then since sleep mode excist. Most games, regardless of what platform they are on, do have savegame possibilites that arent hours in between, so i dont think it is much of a problem.

I dont think there is done any studies on this saleswise, so who knows exactly what the main reason is. But personally i dont think it matters much that the game isnt being structured in ~5 minutes gameplay sessions. The reason why i dont think this matters much is because a lot of games on handheld have sold well that arent structured like this (RPGs for the most part just to take one example). Kingdom Hearts 3DS is coming out soon, and it seems that people have high sales expectation for this game. This is a story driven game and it is not structured with ~5 minute gameplay sessions in mind as far as i know. With sleep mode, at least people can structure things like this themself.

I think maybe the screen size could be a factor for some game genres, but also the games themself. Games like the two God of War PSP games was released as PS3 version as well later on, but they didnt sell as good compared to God of War 1, 2 and 3 did. Then we have elimiated the screen size issue and all the other handheld stuff, still they sold less. It could be because of weaker perception/marketing etc. even if the games are great. Or in some cases it could be that the games are worse. But yeah, the target audience can also be a big factor, that people who like certain game might not have much interest in handheld gaming in general, i agree to that arguement.


The only certain figure we have mentioned by Capcom is that of an estimated 2 billion ¥ as of the end of April 2008, with another 10 months of development ahead and without factoring in the heavy marketing campaign.
2 billion yen, about 24 million US dollars + extra developement time = probably around 30 million USD, sounds reasonable/plausible. But that RE:R cost ~3 million dollars to make, isnt that kinda low for at least 2 year developement cycle? I dont have anything to compare it to though, does anyone know? I'm pretty sure that they are noticeably lower than their console counterparts at least, since cartridges are more expencive to produce, but also that the games are sold at a lower price ($30-$40 VS $60).
 

guek

Banned
that girl's side pic in the OP looks like a box of tampons...

edit: correction - a box of premium tampons
 

extralite

Member
Mpl asked me for a translation:

&#20170;&#36913;&#26032;&#20316;&#12399;&#12300;3DS&#65306;&#26032;&#65381;&#20809;&#31070;&#35441; &#12497;&#12523;&#12486;&#12490;&#12398;&#37857;&#12301;&#12364;&#12473;&#12479;&#12540;&#12488;&#12480;&#12483;&#12471;&#12517;&#12290;
Among the new releases this week KI:U leaves the competition in the dust.
&#38609;&#35468;&#35413;&#20385;&#12364;&#26368;&#39640;&#24471;&#28857;&#12392;&#12356;&#12358;&#25588;&#35703;&#23556;&#25731;&#12364;&#12354;&#12387;&#12390;&#12363;&#12289;
Maybe it was the perfect score it received in a magazin review,
&#30330;&#22770;&#30452;&#21069;&#12391;&#20104;&#32004;&#12418;&#24613;&#19978;&#26119;&#12375;&#12390;&#12356;&#12414;&#12375;&#12383;&#12364;&#12289;
but shortly before the release pre-orders suddenly increased.
&#12501;&#12522;&#12540;&#20998;&#12398;&#21205;&#12365;&#12418;&#12394;&#12363;&#12394;&#12363;&#12398;&#12424;&#12358;&#12391;&#12377;&#12290;
But the non pre-ordered copies also sold quite well.
&#21021;&#26085;&#12391;10&#19975;&#26412;&#36229;&#12360;&#12392;&#12414;&#12391;&#12399;&#12356;&#12363;&#12394;&#12356;&#12391;&#12377;&#12364;&#12289;
First day sales didn't exceed 100000
6&#65374;8&#19975;&#26412;&#12434;&#35352;&#37682;&#12375;&#12390;&#12356;&#12427;&#12398;&#12391;&#12399;&#12394;&#12356;&#12391;&#12375;&#12423;&#12358;&#12363;&#12290;
but should be around 6~80000.

&#12463;&#12525;&#12498;&#12519;&#12454;2 &#40845;&#12364;&#22914;&#12367; &#38463;&#20462;&#32645;&#32232;

&#9632;&#12463;&#12525;&#12498;&#12519;&#12454;2 &#40845;&#12364;&#22914;&#12367; &#38463;&#20462;&#32645;&#32232;

&#36009;&#22770;&#25968;&#12371;&#12381;&#12300;&#12497;&#12523;&#12486;&#12490;&#12398;&#37857;&#12301;&#12392;&#12356;&#12356;&#21213;&#36000;&#12391;&#12377;&#12364;&#12289;
The number of shipped copies rivaled those of KI:U,
&#28040;&#21270;&#29575;&#12364;&#12392;&#12390;&#12418;&#24746;&#12356;&#12398;&#12364;&#12300;PSP&#65306;&#12463;&#12525;&#12498;&#12519;&#12454;2 &#40845;&#12364;&#22914;&#12367; &#38463;&#20462;&#32645;&#32232;&#12301;&#12290;
but when it comes to sell through rate Black Panther 2 did much worse [than KI:U].
20&#19975;&#26412;&#20197;&#19978;&#12364;&#20986;&#33655;&#12373;&#12428;&#12390;&#12362;&#12426;&#12289;&#12381;&#12398;3&#21106;&#28040;&#21270;&#12392;&#12356;&#12358;&#29366;&#27841;&#12391;&#12289;
More than 200000 were shipped but only 30 % sold.
&#30330;&#22770;&#26085;&#32716;&#26085;&#12363;&#12425;&#12363;&#12394;&#12426;&#23433;&#12356;&#21368;&#20385;&#26684;&#12391;&#12398;&#26696;&#20869;&#12364;&#12354;&#12426;&#12414;&#12377;&#12290;
From second day it saw a price collapse.
&#21069;&#20316;&#12364;30&#19975;&#26412;&#35215;&#27169;&#12391;&#12289;BEST&#29256;&#12418;&#20013;&#21476;&#12381;&#12371;&#12381;&#12371;&#22770;&#12428;&#12390;&#12356;&#12383;&#12398;&#12395;&#12289;
Since the predecessor sold 300000 and both BEST and used copies also sold well,
&#12371;&#12371;&#12414;&#12391;&#29366;&#27841;&#12364;&#24746;&#12367;&#12394;&#12427;&#21407;&#22240;&#12364;&#12431;&#12363;&#12425;&#12394;&#12356;&#12391;&#12377;&#12397;&#12539;&#12539;&#12539;&#12290;
it's hard to tell why this decreased so much.


&#12487;&#12499;&#12523; &#12513;&#12452; &#12463;&#12521;&#12452; HD&#12467;&#12524;&#12463;&#12471;&#12519;&#12531;

&#9632;&#12487;&#12499;&#12523; &#12513;&#12452; &#12463;&#12521;&#12452; HD&#12467;&#12524;&#12463;&#12471;&#12519;&#12531;

&#12381;&#12398;&#19979;&#12395;&#12399;&#12300;PS3&#65306;&#12487;&#12499;&#12523; &#12513;&#12452; &#12463;&#12521;&#12452; HD&#12301;&#12364;&#12394;&#12363;&#12394;&#12363;&#12398;&#21205;&#12365;&#12290;
Less than the above but still selling pretty well is DMC HD Collection for PS3.
360&#29256;&#12418;&#20986;&#12390;&#12414;&#12377;&#12364;&#26368;&#36817;Xbox360&#33258;&#20307;&#12364;&#20803;&#27671;&#12394;&#12356;&#12424;&#12358;&#12394;&#12539;&#12539;&#12539;&#12290;
A 360 version is also available but the 360 hardware sales themselves seem pretty unhealthy recently so... [nothing much could be expected from the 360 version]

http://ameblo.jp/get6-2/

Edit: I had shipped first, then started to doubt my translation and came back to 'correct' it to sold. Then doubted myself again and corrected it back, then again to sold. Asked my Japanese friend and confirmed that it's indeed 'up for sale', so shipped.
 

Shurayuki

Member
Sure, sleep mode will limit the usage of other games indeed, but at least it is a good way to take breaks without having to load the game all over again. And also, if someone only has 10 minutes to play at bus/train to work, then they dont have to rely on savegames right there and then since sleep mode excist. Most games, regardless of what platform they are on, do have savegame possibilites that arent hours in between, so i dont think it is much of a problem.

I dont think there is done any studies on this saleswise, so who knows exactly what the main reason is. But personally i dont think it matters much that the game isnt being structured in ~5 minutes gameplay sessions. The reason why i dont think this matters much is because a lot of games on handheld have sold well that arent structured like this (RPGs for the most part just to take one example).

I think maybe the screen size could be a factor for some game genres, but also the games themself. Games like the two God of War PSP games was released as PS3 version as well later on, but they didnt sell as good compared to God of War 1, 2 and 3 did. Then we have elimiated the screen size issue and all the other handheld stuff, still they sold less. It could be because of weaker perception/marketing etc. even if the games are great. Or in some cases it could be that the games are worse. Or simply that people who like certain games dont care much about handheld gaming in general.



2 billion yen, about 24 million US dollars + extra developement time = probably around 30 million USD, sounds reasonable/plausible. But that RE:R cost ~3 million dollars to make, isnt that kinda low for at least 2 year developement cycle? I dont have anything to compare it to though, does anyone know? I'm pretty sure that they are noticeably lower than their console counterparts at least, since cartridges are more expencive to produce, but also that the games are sold at a lower price ($30-$40 VS $60).

Sleep mode is not the same though. The problem with that is that you don't have what i'll call (due to a lack of a better word here) 'closure'. Let's say you can finish a Mario Land level in 5 minutes, a Mario Kart race in 3min. That's some amazing instant gratification you got right there. Even though walking past a grassy area in Pokemon might do nothing in the context of a game, if you level up in doing so you have achieved something, you progressed and can save satisfied.
Now in a survival horror game, if you make it through a room or two what have you got, you probably used up a clip or two of ammo and found a herb or something. Now put it into sleep mode, you almost went backwards, you have less than before. All you do is fragment your play experience there. The play session isn't really over.
A sizable amount of people might not care, but it is an issue if you design a horror title for a handheld. Just look at the Iwata asks that was just posted about how Iwata didn't greenlight a console-y Project Zero. Like already pointed out that kind of games just wasn't really present on handhelds and even if a comparable audience to the consoles (in Japan by now arguably larger) might be there, you have to let them know they don't mind the fragmented gameplay.

Of course hindsight is 20/20 and saying 'they couldn't have expected any better' is all too easy. Just trying to make sure we understand it's not important to look at MarioKart and Uncharted and say: "These are both on consoles, why don't they perform the same". You said Mario is a console game but really it came from the Arcades and that arcadey gameplay lends itself very nicely to a handheld console, moreso than an adventure or horror game, no matter how modified it is.
What a rant i'm sorry.
 
frankie_baby said:
to be honest its weird there as beenso few ds games released over the last year
This will increase with the Top 1000, but based on the Famitsu Top 30s from last year there were 37 charting DS games in 2011 totaling 2.6 million sales so far. A bit of a drop from the 168 charting DS games of 2010. 2012 has 1, a rerelease of a game from 2011 that barely made the Top 30. B2/W2 will pretty much eat everything else from 2011 and 2012 combined.
 

Dash Kappei

Not actually that important
test_account said:
Sure, sleep mode will limit the usage of other games indeed, but at least it is a good way to take breaks without having to load the game all over again.And also, if someone only has 10 minutes to play at bus/train to work, then they dont have to rely on savegames right there and then since sleep mode excist.

I don't think you've played the game enough if you speak of RE:R like that tho. Otherwise I don't really understand. The games takes seconds and not minutes to load, it's not the big deal you're making it out to be. The problem lies in its saving mode and the fact that it's not structured nor fits with the idea of 10 minutes plays on commute, giving it a fragmented experience if played that way, which doesn't suit the game at all and that can't really satisfy the majority of players. Either way, I think we've gone far enough and it's not really related to this thread anymore, so we'll agree to disagree I guess.

.

I think maybe the screen size could be a factor for some game genres, but also the games themself. Games like the two God of War PSP games was released as PS3 version as well later on, but they didnt sell as good compared to God of War 1, 2 and 3 did. Then we have elimiated the screen size issue and all the other handheld stuff, still they sold less. It could be because of weaker perception/marketing etc. even if the games are great. Or in some cases it could be that the games are worse. But yeah, the target audience can also be a big factor, that people who like certain game might not have much interest in handheld gaming in general, i agree to that arguement.

I don't think anyone would ever expect PSP spin-off up-ports coming 2years+ late to a platform which is also targeted to the same audience, to even sell decently. Did you really?



2 billion yen, about 24 million US dollars + extra developement time = probably around 30 million USD, sounds reasonable/plausible.

You can't really translate that figure in $, it doesn't work that way.
The number you came away with also seems way, way off (to me). The last year of development is by far the most costly in game's development and with a cycle of 4 years there's usually 6 to 12 months in preproduction which is a fraction of the cost, 1 year with a reduced core team and the last two (usually) which are with the game in full production, with the last year being when contractors and deadlines come into the picture. Plus the game was developed for three platforms versus one. If I was forced to throw a figure I'd say something around 3.5B ¥, but it's like playing lottery. MGS4 supposedely costed somewhere inbetween 4 and 5B ¥, with Imaizumi shooting down the previously mentioned 5B ¥ and 7B ¥, adding that if that was true then the game would have be forced to be multiplatform and not exclusive to one platform.


But that RE:R cost ~3 million dollars to make, isnt that kinda low for at least 2 year developement cycle? I dont have anything to compare it to though, does anyone know? I'm pretty sure that they are noticeably lower than their console counterparts at least, since cartridges are more expencive to produce, but also that the games are sold at a lower price ($30-$40 VS $60).

Comparing years of development only has a meaning if you compare the teams size as well.
We were talking about dev's costs, going to factor in the producing costs (which were definitely not cheap since the game was on one of 3DS' first 4GB cartridge) take us into uncharted territory since to do a full on comparison we would have also to take into account the massive marketing campaign that RE:5 had versus RE:R and know what royalties Nintendo asks for 3DS games compared to PS3 and XBOX360, also RE:5 had DLC revenue to profit from as well. We know nothing about all of that, only that 2B ¥ figure by end of April for developing the game, that's it.
It's a moot comparison, really. We can only by logic try to figure out some hit and miss figure for dev's costs.
 

Dalthien

Member
But that RE:R cost ~3 million dollars to make, isnt that kinda low for at least 2 year developement cycle? I dont have anything to compare it to though, does anyone know? I'm pretty sure that they are noticeably lower than their console counterparts at least, since cartridges are more expencive to produce, but also that the games are sold at a lower price ($30-$40 VS $60).
The other thing to keep in mind is that the development for RE:R was shared with Mercenaries as well. So they kind of ended up with two games for the price of one. And now they have the engine fully tweaked and tested for the 3DS, the gameplay mechanics already worked out from Mercenaries and Revelations, a bunch of assets from the two titles that can be reused - so putting a follow-up to Revelations together would be fairly inexpensive. Considering that the game was well-received, I'd actually be surprised if we don't see some sort of follow-up at this point.
 

BowieZ

Banned
And now they have the engine fully tweaked and tested for the 3DS, the gameplay mechanics already worked out from Mercenaries and Revelations, a bunch of assets from the two titles that can be reused - so putting a follow-up to Revelations together would be fairly inexpensive. Considering that the game was well-received, I'd actually be surprised if we don't see some sort of follow-up at this point.

I'm playing through Revelations now. It's simply a pleasure to play. Will definitely turn into a 'classic' one day I'm sure. It already seems so refined.

A direct sequel seems a no-brainer, especially since the first came out so early in the generation cycle.

I would pay good money for Resident Evil: Revelations 2.
 

Mr Swine

Banned
I'm playing through Revelations now. It's simply a pleasure to play. Will definitely turn into a 'classic' one day I'm sure. It already seems so refined.

A direct sequel seems a no-brainer, especially since the first came out so early in the generation cycle.

I would pay good money for Resident Evil: Revelations 2.

I would also pay good money if they ever make a sequel to Reelations. I would do the same with The Mercenaries 3D since I have put in around 80 hours into that game ^_^
 

test_account

XP-39C²
*sleep mode stuff*
*sleep mode stuff*
I read all the text the quotes, i just wanted to cut down on the quoting to make my post a bit shorter.

I understand your arguements in this case, and i'm sure that there are people who have this opinion about handheld games indeed. But my point is just that sleep mode lets one takes pauses in the game very easily. It doesnt matter that much how long the loading times are really, sleep mode still cuts down the time to a few seconds anyway compared to having to boot the system and game all over again. If there is a savegame every 30 minute, and you can only play for 15 minutes at the time. Then you can put the game in sleep mode, continue for 15 more minutes and do in-game save. That is my main point here. So you can structure the progression yourself like this, you dont need to rely on the game to be designed in this way.

I cant speak for everyone, but for me sleep mode is a great thing for games where savegames arent done every other minute or so. Maybe not everyone prefer this method, or maybe many people dont even know that it excist, but at least it is a solution that i'm sure that many appreciate.

Just wondering, what are you guys suggesting with this arguement by the way? I know that RE:R isnt structured with small minute long levels like Mario games indeed, so i understand that point, but is it that games for handheld that arent structured for a few minute gameplay wont sell well on handheld? What about all the RPGs? And what about the upcoming Kingdom Hearts 3DS game to take a specific example, will this game sell poorly because it isnt structured for a few minute gameplay? I'd say that it is related to this thread by the way, since this is linked to sales :)


Of course hindsight is 20/20 and saying 'they couldn't have expected any better' is all too easy. Just trying to make sure we understand it's not important to look at MarioKart and Uncharted and say: "These are both on consoles, why don't they perform the same". You said Mario is a console game but really it came from the Arcades and that arcadey gameplay lends itself very nicely to a handheld console, moreso than an adventure or horror game, no matter how modified it is.
What a rant i'm sorry.
Sure, i know that there are factors that can make games preform different depending on which platform they are on. I'm just saying that games that are on consoles can sell well on handheld too. Some experiences does indeed work well on different platforms.

Mario games and Mario Kart were just two examples, i could have used other games like RPGs as an example as well. When i said Mario games i was thinking about the 2d/3d adventure games and Mario Kart, these games originated on consoles. I wasnt thinking about arcade stuff like Mario Bros :) The gameplay in those Mario games are however more arcadey compared to i.e a Resident Evil game, i agree to that.



I don't think anyone would ever expect PSP spin-off up-ports coming 2years+ late to a platform which is also targeted to the same audience, to even sell decently. Did you really?
Nope, i didnt expect that :) My point was just that if people used "people dont want God of War games on handheld" as an arguement, that arguement would go away when it was ported to PS3. This is why i said that it could also be about perception/awareness of the game. I'm sure that a lot more people know that God of War 3 excists compared to people who know that the PSP GoW games also were ported to PS3.



You can't really translate that figure in $, it doesn't work that way.
The number you came away with also seems way, way off (to me). The last year of development is by far the most costly in game's development and with a cycle of 4 years there's usually 6 to 12 months in preproduction which is a fraction of the cost, 1 year with a reduced core team and the last two (usually) which are with the game in full production, with the last year being when contractors and deadlines come into the picture. Plus the game was developed for three platforms versus one. If I was forced to throw a figure I'd say something around 3.5B ¥, but it's like playing lottery. MGS4 supposedely costed somewhere inbetween 4 and 5B ¥, with Imaizumi shooting down the previously mentioned 5B ¥ and 7B ¥, adding that if that was true then the game would have be forced to be multiplatform and not exclusive to one platform.
Translating to dollar was just a direct currency conversion. If RE5 cost around 30 million dollars to develope, that wouldnt surprise me regardless of which country it was developed in. If RE5 cost 3.5 billion yen, i dont see why it is wrong to say that it cost ~42 million dollars to develope? 42 million dollars is the same amount of money as 3.5 billion yen.

But would it really cost nearly the same (1.5 billion Yen) in the last 10 months of developmenet compared to 2 billion yen in the ~4 first years? I know that crunch time could be a more costy process, but 1.5 billion Yen? That sound too much in my opinion going by the 2 billion Yen for the ~4 first years. The biggest cost of developement is workforce, so for 1.5 billion yen in 10 months, then they would have to increase the workforce a lot. But at this point in developement, the game is probably already in alpha or early beta stage. Is it common to hire in tons of new workers on a game at this stage in developement?



Comparing years of development only has a meaning if you compare the teams size as well.
We were talking about dev's costs, going to factor in the producing costs (which were definitely not cheap since the game was on one of 3DS' first 4GB cartridge) take us into uncharted territory since to do a full on comparison we would have also to take into account the massive marketing campaign that RE:5 had versus RE:R and know what royalties Nintendo asks for 3DS games compared to PS3 and XBOX360, also RE:5 had DLC revenue to profit from as well. We know nothing about all of that, only that 2B ¥ figure by end of April for developing the game, that's it.
It's a moot comparison, really. We can only by logic try to figure out some hit and miss figure for dev's costs.
Yeah, i'm sure that the developement team for RE:R was smaller compared to the team for RE5, and this will indeed mean lower developement costs. I'm not doubting that RE:R was cheaper to develope than RE5. I just wanted to ask about it because i saw mentions about how much cheaper RE:R was to develope compared to RE5. But yeah, if there is no solid info regarding either developement teams and how much the developement cost was, it will indeed pretty much be a pure guessing contest. No big deal to me, but it would be nice to know the costs anyway :)




The other thing to keep in mind is that the development for RE:R was shared with Mercenaries as well. So they kind of ended up with two games for the price of one. And now they have the engine fully tweaked and tested for the 3DS, the gameplay mechanics already worked out from Mercenaries and Revelations, a bunch of assets from the two titles that can be reused - so putting a follow-up to Revelations together would be fairly inexpensive. Considering that the game was well-received, I'd actually be surprised if we don't see some sort of follow-up at this point.
Good points, i was actually thinking about that yesterday, that it might have been the same with RE5. Not about two games, but that they did much work on their MT Framework engine in the RE5 developement. Since other Capcom games also use MT Framework, it mean that if they did work on their engine in RE5, it would be less work to do in their other games. Another example of the two game situation is GT5: Prologue and GT5. Two games (or rather two releases) in one developement cycle. Or three if you count the PSP game as well =)

Although this doesnt tell anything about how big the budget was however, unfortunately.
 

3DS will soon get some real competition.

NDS vs 3DS

both handhelds will sell noticeably less than their predecessors.


Comgnet can never be used for a precise forecast but can often give you an idea
You either don't know how to use it properly or you don't like what you see (or both).

If used correctly,Comgnet can do wonders.On the other hand,Azalyn and its peers are useless while Amazon JP has limited utility.


it did pretty accurately predict ff132 was gonna bomba
And so did many retailer blogs.

Difference is that we knew what was going on by the end of september,while Hamamura and the other guys were still clueless by the end of october.

Enterbrain President: FF XIII-2 will definitely manage to sell a million units by the end of the year (Oct 22, 2011)


Better late than never - Congratulation!
| PS3 | 27.900 | 34.816 | 26.623 | 371.101 | 326.198 | 8.007.486 |

next is PSP.


Well,the PS3 is still the most expensive console on the market. Its ceiling is around 15 million. It's hard to reach there, but at least it will fulfill a good chunk of its sales potential.

HD consoles were ignored by the japanese developers in favour of less sophisticated alternatives until recent times,hence the PS3 tech is one or two generations ahead of the dominant platforms of the last few years.Since the PS3 is powerful enough to meet the japanese industry needs over the next four years,the platform lifespan will depend exclusively on its ability to sell third party software. In this regard,the PS3 is heading in the right direction.Sony's console has made great strides over the last couple of years;it's easy to spot the differences.

1_thumb.jpg


3_thumb.jpg


Media Create Hardware Sales (LTD)

March 22,2009 --> PS3 2,947,758

March 18,2012 --> PS3 8,007,491



Namco Bandai CEO : The PS3 has established itself (March 16, 2012)


The pieces are starting to fit together: the dominant formats are vanishing,while the rising software sales,coupled with declining development costs and expectations of additional price cuts have made the PS3 a more attractive destination for publishers and developers.Going forward, the PS3's competitive advantage lies in its vastly superior third party sales ratio compared to the other platforms.Needless to say,there's no room for exotic products over the next four years.On the one hand the PS3 and its satellites PSV/360/Wii U,and on the other the 3DS,which is basically a portable Wii in terms of development costs,will be more than enough.
 
both handhelds will sell noticeably less than their predecessors.

But if 3DS could reach a wide installed base (on par with PS1 or PS2 for example), PSVita could struggle on GC level... Both will sell less, but just one will reach the mainstream market.
You either don't know how to use it properly or you don't like what you see (or both).

If used correctly,Comgnet can do wonders.On the other hand,Azalyn and its peers are useless while Amazon JP has limited utility.

How could we use Comgnet? Just askin'. Are there particular rules, or formulas to apply?
 

Chris1964

Sales-Age Genius
You either don't know how to use it properly or you don't like what you see (or both).

If used correctly,Comgnet can do wonders.On the other hand,Azalyn and its peers are useless while Amazon JP has limited utility.

We know you are the best at predicting market trends using comgnet, don't make us feel worse by pointing it.

After all comgnet has spoken. PS3 will reach 15 million.
 
Because this is where Sales-Agers hang out and the only better place I had to mention it is a dead Pachter thread where I mentioned the possibility a week or two ago: here is a tool to create hypothetical comparisons based on shipment data. Choose a system as a basis of comparison, a multiplier, a new launch date, and see what happens. Here's my initial example of an earlier-launching worse-performing Wii U versus PS360 successors that do significantly better than their current counterparts.
 

Chris1964

Sales-Age Genius
I was looking at previous years to find how million sellers each one had and realized that 2012 could be the first year there won't be a million seller at Sony consoles since 1996.

As for the record as expected 2007 holds it with 10 million sellers followed by 2006 with 9. There are many years with 7 million sellers.

2012 looks good so far and could get better

Mario 3DS
Animal Crossing
Mario Kart 7
Super Mario 3D Land
Monster Hunter 3G (?)
Dragon Quest Monsters (?)

Pokemon Black 2 / White 2

Mario Party 9
Dragon Quest X (???)

Wii U is still unknown territory.
 

Orgen

Member
I was looking at previous years to find how million sellers each one had and realized that 2012 could be the first year there won't be a million seller at Sony consoles since 1996.

As for the record as expected 2007 holds it with 10 million sellers followed by 2006 with 9. There are many years with 7 million sellers.

2012 looks good so far and could get better

Mario 3DS
Animal Crossing
Mario Kart 7
Super Mario 3D Land
Monster Hunter 3G (?)
Dragon Quest Monsters (?)

Pokemon Black 2 / White 2

Mario Party 9
Dragon Quest X (???)

Wii U is still unknown territory.

Put Oni Training too... bwahahaha (don't forget!!!) Maybe Tomodachi too if it's a 2012 title...

Mario Party 9 a million-seller? Doubt it.

I know that the Wii is dead an blablabla but you should look at MP8 and Wii Party numbers before saying "Doubt it" ;D
 

Brazil

Living in the shadow of Amaz
I know that the Wii is dead an blablabla but you should look at MP8 and Wii Party numbers before saying "Doubt it" ;D

Those were different times. I'll be flabbergasted if MP9 reaches 1 million in the current setting.
 
And what are you going to say next year? 12 million at most?

At the end of the year, we are looking at (probably) 9+ million. Just give it a time!

Its just my opinion, personally i dont think it will be over 9 million at the end of the year (though it may not be far off)
 

Chris1964

Sales-Age Genius
Mario Party 9 won't cross 1 million? Now that's something I want to see.

Edit: Oh wait, I looked at comgnet and it's not there. It will be lucky to sell 100k.
 
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