In fact, BD is a clear example of why companies should have worked more on 3DS. BD sold "only" 320-400k in Japan, and "only" 1m in the West
Okay, this is factually incorrect. It did 1 million worldwide, not 1 million in the West:
http://www.neogaf.com/forum/showthread.php?t=863233
, but it was the best-selling new traditional IP from Square Enix since... Kingdom Hearts? That's something quite unexpected, and surprising if you think. The game started as a FF spin-off (the sequel of The 4 Heroes of Light) but eventually was re-branded, probably because Square Enix though the FF IP might have been toxic on Nintendo handhelds, after overexposition on DS. What is worth noticing, though, is that Square Enix barely advertised the game, and gave it to an external team, instead of developing in-house (so your comparison with Destiny already looks wrong: on the one hand you have a software house that worked on Halo, on the other hand you have a barely known company that worked on... 3D Dot Game Heroes); it wasn't even developed by Matrix, the original developer of DS FF remakes. The game was advertised through demos and initiatives signalling that the developing team itself was following the promotion, and not the marketing department of the publisher. In sum, I cannot see neither brand strength nor high expectations for the game; the game, indeed, went sold-out shortly after the launch (it had unusual legs for being a jRPG).
Let's go back and watch the announcement trailer:
https://www.youtube.com/watch?v=OPK0yclgAsk
I took a couple images for people who can't reach YouTube:
The trailer consists of a three minute lead in with various staff as the names of Square Enix's biggest games fly in from the background talking about how this is their newest big JRPG series. Their initial attempt was certainly to get people excited for the game on the strength of the Square Enix brand the same way you saw Rockstar try to get people excited for L.A. Noire on the strength of the Rockstar brand.
Obviously Destiny had more going for it, but this was meant to be a demonstration of how much brand power you can assign to a game without actually having a brand. I'll switch to L.A. Noire though, which is the closer analog in that a non-Rockstar studio made the game with some Rockstar assistance, and then it went on to sell 5 million copies in large part thanks to Rockstar's brand and Rockstar drawing comparisons between the game and their other extremely successful open world games.
For Square Enix in particular though I don't feel outsourcing the game is a huge deal for appeal. Dragon Quest is helmed by Yuji Horii and handled by external development studios with the exception of Dragon Quest X. Here we have Asano and (at the time) Yoshida who were Square Enix staff helping to helm this project.
One project succeeded. Will this be enough to allow Mistwalker to create a legacy in the mobile market, or will this be another one-hit wonder as almost always often for small studios?
Also, note that "simply being on a successful platform is not a recipe for success" works on mobile as well. Mistwalker was lucky enough to attract a sizeable userbase to its mobile project, but it's not granted they'll be able to do so in the future (and the likelihood might be lower with respect to dedicated devices where fidelization is typically stronger -that's because customer pays an upfront fee). Indeed, as proving my point, the next step is to find a publisher to work on a dedicated device because, look, it's there where they can build a legacy and a strong IP that might last more than a couple of years.
Yes, the first half was meant to be a joke, hence the exclamation points.
The context of the quote was duckroll pointing out how far Sakaguchi's career spiraled downward after moving off of his primary skillset on consoles. He managed to find a successful game on mobile, but he has a trail of dead franchises and failed games leading up to it. It was a very painful transition.
The second half is me agreeing with duckroll's actual point.
That is a very naive explanation of what an opportunity cost is. Also, Square Enix keeps producing Theatrhythm games that: a. do not sell that much; b. are the nichest niche in the West; c. did not even work on mobile as shown by the fact that Curtain Call stayed as a 3DS exclusive.
I'm sorry, but this is one where I have to drive the screws to you given the number of PM complaints I've been receiving from posters in the thread (including yourself) about certain types of posting.
First, to answer your Theatrhythm question, I'm willing to answer opportunity cost questions on any particular game you want to bring up. For this series, even though the initial sales are low, it serves as a major DLC platform from which to make high margin (70%) revenue from. With Curtain Call, they set up a strong base game, and are now selling DLC songs from just about every series they have except Dragon Quest (because TR
Q) and Kingdom Hearts.
I count an astonishing 86 DLC songs listed here already:
http://finalfantasy.wikia.com/wiki/Theatrhythm_Final_Fantasy_Curtain_Call#Downloadable_Content
They even explained this business model here, in that this is the last Final Fantasy Theatrhythm game (well, perhaps last 3DS one that is), and that they will just release DLC for it going forward:
http://www.polygon.com/2014/6/14/58...fantasy-curtain-call-will-act-as-the-base-for
Theatrhythm Final Fantasy: Curtain Call is still planned as the last game in the rhythm-based, spin-off series, but the game will act as a "base" for any additions through downloadable content, producer Ichiro Hazama told Polygon via a translator during a recent interview.
As the Final Fantasy franchise continues to grow, it will gain new characters and more music. According to Hazama, Curtain Call will make it easy to add that extra content.
"We wanted to make it so Curtain Call is like your base," he said, "and then you would add more songs as newer titles joined the roster and be able to accommodate for DLC or things like that and build upon it. But that would be our final form of Theatrhythm that handles the Final Fantasy songs.
"In terms of Final Fantasy songs, we will continue to produce new Final Fantasy titles and with that, there'll be new songs added to the repertoire."
This allows them to get a very high ARPU (average revenue per user) and can make a game with low base sales quite worthwhile.
Now, for the last part, let's revisit this again and where I said I had to use the screws:
That is a very naive explanation of what an opportunity cost is.
I'm perfectly fine with any objections being thrown at my explanation of Opportunity Cost, since it's meant to be a very basic overview and obviously if someone feels I left something out that is important here, I encourage them to say so. I'm certainly willing to hear other viewpoints and that's the reason I even come to this thread, since if I wasn't interested in hearing different opinions, I wouldn't even be here.
However, you have to explain *what that objection is*.
I wrote a 700 word explanation, you wrote a 12 word contentless response. I also had made a whole lot of lengthy posts prior showing I was clearly willing to have a discussion and debate an issue, so there was no reason to assume I'd be flippant to any actual response you had. The complaint I frequently receive is that posters put a lot of effort into posts and receive zero effort rebuttals. As such, I'm requiring you to put out a lengthy response to my description of Opportunity Cost explaining exactly what you feel I'm glossing over followed by at least two examples (with details and argument explaining them) that you feel illustrate the differences between what I said and what you said. It doesn't have to be as lengthy as mine, but it has to sufficiently fit the requirements.
Your reply doesn't have to be incredibly insightful or even necessarily correct, but what I really want is for posters to understand that if you're going to rebut something, you have to put in effort.
Until you do so, you'll be effectively hellbanned from Media Create posts (subject to timing of an awake mod reading the thread) via our friend the soft delete, and I'll restore any posts you made after mine once you make yours. Since you're capable of making arguments, and my criteria are very lenient, I don't expect anything will actually have to be deleted, and I'm perfectly willing to respond to whatever direction you want to take this discussion. You don't have to reply to any posts beyond this one. My only goal is to point out that since you responded to the first one, you need to make an effort of it.
We normally ban people for this type of thing in other threads (the drive-by response to a long post thing), but I try to engage here first instead since I feel the community is pretty reasonable.