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Super Adventure Boxing
(03-08-2012, 05:25 PM)
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PlayStation Move Ships 10.5 Million Units
#1
It seems that Sony has finally given an update on how much Move has sold.
Originally Posted by IGN:
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Member
(03-08-2012, 05:27 PM)
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#2
Quote:
Also, why does everyone say "Sony always tries to pass off shipped numbers as sold" - don't Ninty and MS usually use shipped numbers too? |
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Welcome to the Wasteland.
I hope you're wearing your flak vest! (03-08-2012, 05:31 PM)
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#7
Quote:
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Member
(03-08-2012, 05:34 PM)
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#13
It was 9 million in November last year: http://www.joystiq.com/2011/11/24/re...n-in-the-past/
Kinect was at 18 million in January this year: http://www.joystiq.com/2012/01/09/xb...at-18-million/ |
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Member
(03-08-2012, 05:38 PM)
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#16
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Member
(03-08-2012, 05:42 PM)
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#19
It would suggest unique move owners (accounting for duplicates and nav) is probably 5 or 6 million at best. Nav probably sold to ~20% of unique owners while another 20-30% are likely MP duplicates. Really a shame, cause Move is objectively superior to Kinect from a purely gaming perspective. Killzone, Festival of Blood, and the rail shooters (e.g. House of the Deads) are MUCH better games with Move. If "Cores" could just got past their irrational hate of "waggle" and spend more than 10 minutes with a poorly calibrated set up before declaring "this sucks", Move could have been something special.
Last edited by Reallink; 03-08-2012 at 05:47 PM.
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Welcome to the Wasteland.
I hope you're wearing your flak vest! (03-08-2012, 05:56 PM)
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#22
I don't think that this is the reason for Move failing to take off at all. It's all about Sony not doing a better job of putting it together in the first place, not putting a lot more money behind exclusive games meant to showcase its value to players, and failing to encourage their third party partners to support it better than committing old game ports. The whole thing has seemed so ridiculously scattershot since the beginning. Blaming the customer for not buying is absurd. They're not the ones asking for the other's time and money, after all.
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Member
(03-08-2012, 06:02 PM)
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#24
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Member
(03-08-2012, 06:02 PM)
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#25
That being said, I think Move is a great technology for motion tracking, but I still think that pointing functions (which gives great games) are a bit better/precise with a direct computation with a camera in the wand, wiimote-style. I would have loved to see a Wiimote plus with a magnetometer and a color ball in standard somewhere next gen, best from both worlds ;) |
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Member
(03-08-2012, 06:03 PM)
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#26
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Member
(03-08-2012, 06:11 PM)
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#28
Sony never really invested in big exclusives for the thing, and core gamers are never going to heavily adopt motion controls for skill-based gaming. That market is already addressed by the mouse/kb. As long as the experience was entirely optional, gamers always have the option of saving $50-$100.
Similarly, Kinect isn't going to sell big numbers with a heavy push for Mass Effect voice controls and Ghost Recon gun lobbies. Dance Central, Your Shape Fitness, Child of Eden, Fruit Ninja, Crimson Dragon, Kinect Sports, those are the experiences that will sell people on the device. |
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Have a fun! Enjoy!
(03-08-2012, 06:18 PM)
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#32
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trying to mount a comeback
(03-08-2012, 06:32 PM)
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#34
Sony doesn't spend enough money on marketing things. Maybe because they can't, maybe because they won't. They spend so much money r&d-ing hardware and the they just throw it out there and wonder why it fails.
If Sony wanted to be doing better all they would need is to spend money. |
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Member
(03-08-2012, 06:48 PM)
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#37
My favorite thing is that the Move has such a stigma, that when you asked the Naughty Dog guys in that interview if they would incorporate move support for aiming in UC3 - they acted like you dropped a nuclear bomb on them.
Last edited by MTMBStudios; 03-08-2012 at 06:55 PM.
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Member
(03-08-2012, 06:51 PM)
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#38
Well it's better than forcing their studios to make Move games in which they will eventually leave Sony because of such dick move.
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Member
(03-08-2012, 06:52 PM)
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#39
To be fair, at least one person at Sony has admitted they did a terrible job with the software
http://www.computerandvideogames.com...o-great-games/ |
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Member
(03-08-2012, 06:53 PM)
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#41
Yes, all of the Naughty Dog guys would have surely left if they would have had to swap the right stick with wrist aiming as an option in Uncharted 3. What a nightmare that intense workload would have been.
Last edited by MTMBStudios; 03-08-2012 at 06:59 PM.
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Have a fun! Enjoy!
(03-08-2012, 06:57 PM)
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#43
My following question to Balestra was supposed to investigate that. When I asked "But when you think about..." and he interrupts by saying "We aren't thinking about it" or something. I was actually trying to ask "When you think about Move, do you think about it as just a waggling device or do you see the potential past the waggling?" It seems to me some devs feel the need to come up with solutions tailored to the Move to make it worthy, but to me it's not necessary at all. Especially in a game involving some shooting mechanics. See inFamous 2: aiming / controlling the camera with the Move is just amazing enough to justify the implementation. No need to think about adding waggling stuff. |
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Member
(03-08-2012, 06:57 PM)
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#44
Oh, is this another one of those "I don't know how to do it, but I know it's easy"?
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Member
(03-08-2012, 07:00 PM)
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#47
10.5 is a great number IMO, wouldn't be surprised if sony made some decent money on the peripheral.
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Junior Member
(03-08-2012, 07:02 PM)
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#49
I actually prefer the standard Wii controller to anything else. You dont have to worry about drift and it didnt require constant recalibration.
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