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Media Create Sales: Week 43, 2015 (Oct 19 - Oct 25)

Vena

Member
So there's this Miitomo thing and then paid apps.

All right, I'll just file their mobile strategy into the garbage for now.

It feels like a companian app more thanany significant inroad into mobile gaming. Not sure much "game" even exists here.
 

Nirolak

Mrgrgr
Their strategy mirrors Square Enix Montreal where the idea is to make cheap games to promote console IP instead of Square Enix Japan's.

That'd be fine if their console/handheld business wasn't... their console/handheld business.

I guess it's not a terrible fit for being an IP licensing company, but f2p games expected to make little to no money a la Sonic Dash (150 million downloads) are better for that too.
 

Sterok

Member
I swear we always forget about the Miis, even when they were successful with Tomodachi. We really need to stop doing that. At least Splatoon is basically locked for a million.
 
Well I was defining market leader by years in which the home console was the best selling one. Obviously after 2008 in total ltd sales Wii had pretty huge gap to PS3 and it still grew a little bit in 2009 and 2010. After that obviously things went differently as the two consoles ended ''only'' 2.4 million apart from each other. And yes even by my own definition I was wrong like Celine pointed out. =) Original main point of this conversation was though that since end of 2008 weekly sales of 20-30k have been pretty normal for market leader in home console space in Japan.

I understand but weekly 20k in 2008 for home systems was standard, now it's amazing and 13 years ago was poor

Putting aside my previous sarcasm, last generation was the first time we didn't have a clearly leader, that's because N dropped Wii support so fast and basically Wii stopped selling after 2010, then PS3 got the leadership (well, with a died Wii and a pretty ignored 360 there weren't competitors :D )

Of course now PS4 with weekly 20k is good, especially considering :

1- we are in October, the worst month of the year
2- line-up is pretty poor
 
Looks like Splatoon will make a million this year after all. They had better not wait too long for Spla2n though, don't wanna dry up their freshness.
 
Their strategy mirrors Square Enix Montreal where the idea is to make cheap games to promote console IP instead of Square Enix Japan's.

That'd be fine if their console/handheld business wasn't... their console/handheld business.

I guess it's not a terrible fit for being an IP licensing company, but f2p games expected to make little to no money a la Sonic Dash (150 million downloads) are better for that too.

I still don't understand the whole "our mobile apps are going to bring new customers to our console/handheld bussiness" thing. Seems like just wishful thinking. In your post you mentioned the success of Sonic on mobile, but that didn't excatly help growing Sonic game sales on traditional platforms. Latest Sonic games (Lost world + boom) both underperformed, selling less than 1 mil WW last we heard.
 
03./04. [WIU] Super Mario Maker # <ACT> (Nintendo) {2015.09.10} (¥6.156) - 15.817 / 337.039 (-26%)
06./05. [WIU] Splatoon <ACT> (Nintendo) {2015.05.28} (¥6.156) - 13.159 / 737.478 (-10%)

Gap is almost closed. Splatoon's legs are still amazing.

01./00. [3DS] The Legend of Zelda: TriForce Heroes <ADV> (Nintendo) {2015.10.22} (¥5.076) - 54.394 / NEW
Can't say I had high expectations. Yet. It still is disappointing

19./15. [3DS] Chibi-Robo! Zip Lash # <ACT> (Nintendo) {2015.10.08} (¥5.076) - 3.647 / 25.083 (-50%)
probably the last time we see chibi in the top 20

WIU | 9.961
sad to see. Back below 10K. Splatoon and perhaps a bit of SMM kept it above a long time though.

PS4 | 22.801
Still above 20K but dropping. Lets see if it maintains that next week.


In May, we globally released Splatoon for Wii U as a completely new IP. This is a 4-on-4 online combat game in which players skillfully switch between &#8220;squid&#8221; and &#8220;human&#8221; character forms while they compete to cover the largest part of the battle area in ink. We were able to receive high commendation from many consumers regarding the fun of playing this brand-new and unique game only Nintendo can offer.
In Japan, the combined sales figure of its package version and download version surpassed 905,000 units as of last week and we are certain it will reach a million within this year.


Nintendo usually uses Media Create. That puts the digital sales around 167K-ish.

Keeps doing well even with digital sales. Million seems like a lock for the end of the year indeed.
 

Vena

Member
Their strategy mirrors Square Enix Montreal where the idea is to make cheap games to promote console IP instead of Square Enix Japan's.

That'd be fine if their console/handheld business wasn't... their console/handheld business.

I guess it's not a terrible fit for being an IP licensing company, but f2p games expected to make little to no money a la Sonic Dash (150 million downloads) are better for that too.

I think this is more an attempt to make a LINE-like app (not so much a game as it is a fun experience/way of interacting) but less about what LINE does in and of itself. I suspect we may be looking at this from too much of a western focus and that this app is actually looking to hit off at home first and foremost (and potentially Europe where Tomodachi found enormous success).

Also as was pointed out in the meeting thread, this was actually spoken of a long, long time ago by Iwata. So this has been an idea cooking for some time. (And as such I would also not take the quote about paid-for apps very seriously as we know the ground work laid was F2Start but also not whale hunting, this may simply be miscommunication if Miimoto was this telegraphed.)

I still don't understand the whole "our mobile apps are going to bring new customers to our console/handheld bussiness" thing. Seems like just wishful thinking. In your post you mentioned the success of Sonic on mobile, but that didn't excatly help growing Sonic game sales on traditional platforms. Latest Sonic games (Lost world + boom) both underperformed, selling less than 1 mil WW last we heard.

Exposure is advertisement in this scenario.

Also Sonic is a terrible example (for various reasons, least of which being that SEGA has no hardware). Lost World (first of all) came out years ago, so why would Sonic's mobile game help? Second Sonic Boom is a disaster that has been erased from marketing outside of the cartoon.
 

hiska-kun

Member
Regarding Splatoon.

"...In Japan, the combined sales figure of its package version and download version surpassed 905,000 units as of last week and we are certain it will reach a million within this year. "

http://www.nintendo.co.jp/ir/en/library/events/151029/02.html

So

[WIU] Splatoon <ACT> (Nintendo) {2015.05.28} (¥6.156) - 737.478

[WIU] Splatoon [Download version] <ACT> (Nintendo) {2015.05.28} (¥6.156) > 167.522

*Nintendo uses Media Create.
 

L~A

Member
So

[WIU] Splatoon <ACT> (Nintendo) {2015.05.28} (¥6.156) - 737.478

[WIU] Splatoon [Download version] <ACT> (Nintendo) {2015.05.28} (¥6.156) > 167.522

*Nintendo uses Media Create.

Well, if there was still people doubting Splatoon would reach 1m before the end of the year, this should convince them.

Really surprised by the digital sales... that's gotta be record for a Nintendo game (not counting Animal Crossing: New Leaf).
 

Xbro

Member
Well, if there was still people doubting Splatoon would reach 1m before the end of the year, this should convince them.

Really surprised by the digital sales... that's gotta be record for a Nintendo game (not counting Animal Crossing: New Leaf).

Probably. I think Monster Hunter 4 did it, but that's not technically a nintendo game.
 

Darius

Banned
The real sad thing is that there's a decent chance the PS4 will be the market leader for the foreseeable, even with sales that shitty.

By what arbitrary metric? Having a temporary spike isn´t enough and seeing how it´s still declining that´s really a stretch. Anyway this development could be seen by Sony as a sign that PSV is becoming obsolete for their business even in Japan,
 
By what arbitrary metric? Having a temporary spike isn´t enough and seeing how it´s still declining that´s really a stretch. Anyway this development could be seen as a sign by Sony that PSV is becoming obsolete for their business even in Japan,

I don't know, seems to me it makes sense to keep it around for the next few years to take advantage of the ease of porting between the PS4 and Vita.
 

Oregano

Member
So there's this Miitomo thing and then paid apps.

All right, I'll just file their mobile strategy into the garbage for now.

I don't get why you wouldn't go F2P by default. Not sure they're taking it too seriously.

Poor DeNA!

By what arbitrary metric? Having a temporary spike isn´t enough and seeing how it´s still declining that´s really a stretch. Anyway this development could be seen as a sign by Sony that PSV is becoming obsolete for their business even in Japan,

The PS4's biggest games are still coming and it's only competition is the End of Life 3DS. Next year the PS4 might actually be on top.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
I need to understand where it was said that the other apps from Nintendo would have been pay2buy, and not free2start. I can't find anywhere: nor in WSJ liveblog, neither in the actual presentation. The only thing remotely resembling that is how Mochizuki stated that he heard Nintendo and DeNA are thinking about paid apps as a possibility as well, not that all the others will be paid.

If there's a source telling otherwise, post it here.

EDIT: Ok, sorry, it seems I didn't catch it immediatly from the WSJ's liveblog. Mmh, I actually await more infos on this tidbit, the liveblog wasn't completely accurate, also considering what Iwata stated back in July.
 
I think this is more an attempt to make a LINE-like app (not so much a game as it is a fun experience/way of interacting) but less about what LINE does in and of itself. I suspect we may be looking at this from too much of a western focus and that this app is actually looking to hit off at home first and foremost (and potentially Europe where Tomodachi found enormous success).

Also as was pointed out in the meeting thread, this was actually spoken of a long, long time ago by Iwata. So this has been an idea cooking for some time. (And as such I would also not take the quote about paid-for apps very seriously as we know the ground work laid was F2Start but also not whale hunting, this may simply be miscommunication if Miimoto was this telegraphed.)



Exposure is advertisement in this scenario.

Also Sonic is a terrible example (for various reasons, least of which being that SEGA has no hardware). Lost World (first of all) came out years ago, so why would Sonic's mobile game help? Second Sonic Boom is a disaster that has been erased from marketing outside of the cartoon.

Sonic mobile game (Sonic Dash) was released before Lost World.

And I don't see what Sega having hardware or not has to do with anything. The point is that the success of Sonic on mobile didn't bring more people buying Sonic games on consoles/handhelds. The vast majority of Sonic mobile fans didn't bother looking for "deeper experience" or something like that.

In general I don't think we have an example of a successful, traditional-oriented mobile game boosting the console/handheld sales of said tradtional IP.
 

Ryng_tolu

Banned
Splatoon digital sales are... Mother of god.
1.15 Million absolutely minimum of what Splatoon will Sell by end of year. I guess 1.25 million.
 

Chris1964

Sales-Age Genius
Regarding Splatoon.

"...In Japan, the combined sales figure of its package version and download version surpassed 905,000 units as of last week and we are certain it will reach a million within this year. "

http://www.nintendo.co.jp/ir/en/library/events/151029/02.html

After 4 weeks

total: 368.000
retail: 310.582
digital: ~58.000
digital/retail: ~19%


After 22 weeks

total: 905.000
retail: 737.478
digital: ~168.000
digital/retail: ~23%
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
After 4 weeks

total: 368.000
retail: 310.582
digital: ~58.000
digital/retail: ~19%


After 22 weeks

total: 905.000
retail: 737.478
digital: ~168.000
digital/retail: ~23%

...The digital split increased as time went by. Holy hell. Having legs both at retail and digitally.

But...where are my September retail + digital Famitsu charts? :(

EDIT: Actually, there are some small tidbits from the retail + digital charts
Cube Creator 3D - 38,392
The Battle Cats - 19,684
Pokémon Super Mystery Dungeon - 6,737
 

Chris1964

Sales-Age Genius
Splatoon must be the only game where digital/retail ratio increases after launch, definitely the only one among big sellers. And it stopped facing stock problems after first weeks, so that's not the explanation.
 

L~A

Member
Splatoon must be the only game where digital/retail ratio increases after launch, definitely the only one among big sellers. And it stopped facing stock problems after first weeks, so that's not the explanation.

I was about to post just that, actually.

It's also not because of a bundle with a digital copy, as there isn't one yet in Japan. (So that means we can expect another increase for the ratio in the upcoming weeks?).

My guess is people prefer to go digital because it's a game you play frequently, and with frequent content unlocks, so having it at all time on their Wii U without having to swap discs is definitely convenient.
 

Aostia

El Capitan Todd
Sonic mobile game (Sonic Dash) was released before Lost World.

And I don't see what Sega having hardware or not has to do with anything. The point is that the success of Sonic on mobile didn't bring more people buying Sonic games on consoles/handhelds. The vast majority of Sonic mobile fans didn't bother looking for "deeper experience" or something like that.

In general I don't think we have an example of a successful, traditional-oriented mobile game boosting the console/handheld sales of said tradtional IP.

Maybe exactly because Sonic Dash is a game and provide what many people are happy enough to enjoy from a Sonic game.
On the other hand miistuff isn't replacing mario kart 9 in any way.
As it id now it clearly is a big commercial of the Nintendo brand among smartphone users

Dont know if this will succed or not but we should investigate more how a Marvel or wwe app worked in terms of brand awarness than looking at Sonic boom sales imho
 

hiska-kun

Member
Since this is a Media Create Thread, let's share Nintendo's graph.

3DS Hardware
04l.jpg


3DS Software
05l.jpg


Wii U Hardware
18l.jpg


Wii U Software
12l.jpg


Amiibo's Ranking
26l.jpg


Pokemon ORAS and Smash for 3DS region breakdown
09l.jpg
 
Splatoon must be the only game where digital/retail ratio increases after launch, definitely the only one among big sellers. And it stopped facing stock problems after first weeks, so that's not the explanation.

Weren't also stock issues in August, when the game picked up some steam again thanks to holidays? Anyway the game is doing really well under all aspects; selling the game on the eShop means that Nintendo is getting 100% of the revenues.
 

sörine

Banned
Looking at the charts I'm surprised how much business Nintendo does digitally in Japan (just behind America, well ahead of Europe) and how much their overall digital business has grown (Q1+Q2 nearly equaling full previous years). It makes me wonder if we might not see variant digital only NX models sooner rather than later?
 

hiska-kun

Member
Famitsu Retail and Digital Sales: September 2015 (Aug 31 - Oct 04)

01. [PS4] Metal Gear Solid V: The Phantom Pain # <ADV> (Konami) {2015.09.02} (¥9.072) - 393.838 (56.076) / 449.914
02. [WIU] Super Mario Maker # <ACT> (Nintendo) {2015.09.10} (¥6.156) - 311.186 (33.018) / 344.204
03. [3DS] Pokemon Super Mystery Dungeon <RPG> (Pokemon Co.) {2015.09.17} (¥5.076) - 232.394 (6.737) / 239.131
04. [3DS] Dragon Quest VIII: Journey of the Cursed King <RPG> (Square Enix) {2015.08.27} (¥6.458) - 217.279 (6.174) / 223.453
05. [PS3] Metal Gear Solid V: The Phantom Pain # <ADV> (Konami) {2015.09.02} (¥9.072) - 215.633 (6.195) / 221.828
06. [3DS] Yo-Kai Watch Busters: Red Cat Team / White Dog Squad <ACT> (Level 5) {2015.07.11} (¥4.968) - 169.216 (4.672) / 173.888
07. [PSV] Tokyo Xanadu # <RPG> (Nihon Falcom) {2015.09.30} (¥6.998) - 93.288 (10.611) / 103.899
08. [3DS] Animal Crossing: Happy Home Designer # <ETC> (Nintendo) {2015.07.30} (¥4.320) - 90.253 (5.301) / 95.554
09. [WIU] Splatoon <ACT> (Nintendo) {2015.05.28} (¥6.156) - 82.456 (10.814) / 93.270
10. [3DS] Monster Hunter Diary: Poka Poka Airu Village DX <ETC> (Capcom) {2015.09.10} (¥4.309) - 87.510 (4.915) / 92.425
11. [PS3] Winning Eleven 2016 <SPT> (Konami) {2015.10.01} (¥7.128) - 57.048 (2.793) / 59.841
12. [PS4] Winning Eleven 2016 <SPT> (Konami) {2015.10.01} (¥8.208) - 39.549 (5.661) / 45.210
13. [PSV] Minecraft: PlayStation Vita Edition <ADV> (Sony Computer Entertainment) {2015.03.19} (¥2.592) - 37.898 (6.056) / 43.954
14. [PS4] Yoru no Nai Kuni # <RPG> (Koei Tecmo) {2015.10.01} (¥7.344) - 35.483 (4.858) / 40.341
15. [PSV] Yoru no Nai Kuni # <RPG> (Koei Tecmo) {2015.10.01} (¥6.264) - 36.530 (2.840) / 39.370
16. [3DS] Cube Creator 3D (Ark System Works) {2015.7.15} (¥800) - 0 (38.392) / 38.392
17. [PSV] Utawarerumono: Itsuwari no Kamen # <SLG> (Aqua Plus) {2015.09.24} (¥7.344) - 30.962 (4.104) / 35.066
18. [PSV] World Trigger: Borderless Mission <ACT> (Bandai Namco Games) {2015.09.17} (¥6.145) - 31.432 (975*) / 34.407
19. [3DS] Picross 3D 2 <PZL> (Nintendo) {2015.10.01} (¥3.240) - 30.044 (3.295) / 33.339
20. [3DS] Rhythm Heaven: The Best+ <ACT> (Nintendo) {2015.06.11} (¥5.076) - 30.906 (1.517) / 32.423
21. [PSV] Genkai Tokki: Moero Crystal # <RPG> (Compile Heart) {2015.09.25} (¥7.344) - 25.976 (2.690) / 28.666
22. [PSV] Saki: Zenkoku-hen # <TBL> (Kaga Create) {2015.09.17} (¥7.538) - 18.465 (5.437) / 23.902
23. [PS3] Samurai Warriors 4: Empires # <ACT> (Koei Tecmo) {2015.09.17} (¥7.344) - 22.622 (1.150) / 23.772
24. [PS4] Utawarerumono: Itsuwari no Kamen # <SLG> (Aqua Plus) {2015.09.24} (¥7.344) - 20.623 (2.873) / 23.496
25. [WIU] Mario Kart 8 # <RCE> (Nintendo) {2014.05.29} (¥6.156) - 22.747 (664) / 23.411
26. [PSV] Resident Evil: Revelations 2 <ADV> (Capcom) {2015.09.17} (¥5.389) - 21.503 (1.730) / 23.233
27. [PSV] Samurai Warriors 4: Empires # <ACT> (Koei Tecmo) {2015.09.17} (¥6.264) - 18.673 (2.301) / 20.974
28. [3DS] Tobidasu! Nyanko Taisensou (Ponos) {2015.5.31} (¥777) - 0 (19.684) / 19.684
29. [PS4] Samurai Warriors 4: Empires # <ACT> (Koei Tecmo) {2015.09.17} (¥7.344) - 17.441 (2.014) / 19.455
30. [3DS] Famicom Remix Best Choice <ETC> (Nintendo) {2015.08.27} (¥3.996) - 16.029 (1.492) / 17.521

*Should be 2.975 (Famitsu's mistake)

monthly charts since October 2014:

October 2014
November 2014
December 2014
January 2015
February 2015
March 2015
April 2015
May 2015
June 2015
July 2015
August 2015
 

Xbro

Member
So according to Famitsu's digital estimates, Splatoon has 1 month to get an additional 50K digital sales.

This is assuming I'm correct on the previous total(~91K iirc)
 

hiska-kun

Member
So according to Famitsu's digital estimates, Splatoon has 1 month to get an additional 50K digital sales.

This is assuming I'm correct on the previous total(~91K iirc)

Famitsu Retail and Digital LTD

[WIU] Splatoon <ACT> (Nintendo) {2015.05.28} (¥6.156) - 754.973 (102.213) / 857.186

Yes, according to Famitsu Splatoon needs to sell ~48k from Oct 5th to 25th (3 weeks) digitally to match Nintendo's statement.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Ok, a sort-of analysis on what came from the investor's briefing, in regards to accounts / membership / mobile app

Nintendo Account
Well, after seeing how the European Nintendo site asked users to log in Club Nintendo by using their NNIDs too, I was thinking that Nintendo Network could have been absorbed by the new membership system, somehow. And this is probably how they're going to do it. It's actually even a bigger change than what I thought, since...


You can easily log in through Facebook/Twitter/Google+/email + password, alongside the NNID. I suppose that, before NX, we'll see NNID being synced with the Nintendo Account, while, starting from NX, NNID and NA will be more and more merged. A definite step forward compared to the current situation, actually bigger than my expectations. And much easier to get through to boot, which is a plus for the expanded audience.

P.S. It's a strange feeling to see, among the platforms for the new account and membership system,...theme parks. No, not mobile devices, but the theme parks. :lol

MyNintendo
Consequential to the new account, we have the first details for the brand new membership system. From the details so far, it looks like a fusion between Club Nintendo, Nintendo Network Premium with notable enhancements. Actually, let's go back to January 2014, when Iwata introduced, for the first time, the concept of consoles being more like "brothers"

http://www.nintendo.co.jp/ir/en/library/events/140130/03.html

As we continue to redefine our platforms from a device-based system to an account-based system using NNIDs, we will also try to change the way in which dedicated video game systems as well as software are sold that people have come to take for granted.
The way in which dedicated video game systems and their software are sold has not changed significantly since the business model of dedicated video game platforms was first established 30 years ago. Dedicated video game systems are sold for two hundred or three hundred dollars, on which standalone software titles are distributed for 30 or 50 dollars. This simple model received widespread support from consumers that enabled us to create today’s market. The decision to change it is the manifestation of our recognition that we cannot expect this model to work forever amid dynamic changes in people’s lifestyles.
If we succeed in the redefinition of video game platforms that I speak of today, our account-based connections with consumers will become very clear. For example, until now it has been taken for granted that software is offered to users at the same price regardless of how many titles they purchase in a year, be it one, five or even ten titles. Based on our account system, if we can offer flexible price points to consumers who meet certain conditions, we can create a situation where these consumers can enjoy our software at cheaper price points when they purchase more. Here, we do not need to limit the condition to the number of software titles they purchase. Inviting friends to start playing a particular software title is also an example of a possible condition. If we can achieve such a sales mechanism, we can expect to increase the number of players per title, and the players will play our games with more friends. This can help maintain the high usage ratio of a platform. When one platform maintains a high active use ratio, the software titles which run on it have a higher potential to be noticed by many, which leads to more people playing with more titles. When we see our overall consumers, they generally play two or three titles per year. We aim to establish a new sales mechanism that will be beneficial to both consumers and software creators by encouraging our consumers to play more titles and increasing a platform’s active use ratio without largely increasing our consumers’ expenditures.
Nintendo aims to work on this brand-new sales mechanism in the medium term, but we would like to start experimenting with Wii U at an early stage.

Well, it seems they achieved, more or less, what they wanted. Here, you don't earn points just by buying games, but by playing them as well. You get news, discounts and gifts by signing in MyNintendo, for special occasions (like birthdays), based on play history, purchase history and your profile. This also perfectly fits with what Iwata said a few months ago.

http://www.nintendo.co.jp/ir/en/library/events/150508qa/02.html

So far, we have been offering a loyalty program in which we offer corresponding points to those who have purchased our products, and we have been offering some rewards based on these points. What we are aiming to establish is not a simple extension of the existing loyalty program but a loyalty program with, say, the entertainment elements where the members feel that they have received certain rewards as a result of not only their purchases but also the history of their gameplay and how each consumer has interacted with others. Since it is impossible to define the requirements for this sort of loyalty program 100 percent in advance, we see it very advantageous that we are able to work with DeNA who will be able to flexibly deal with such requirements. We have not decided if the next meeting with you will be a Financial Results Briefing or a Corporate Management Policy Briefing, but around the end of October this year, we will probably have the next opportunity to communicate with you. We will prepare for that so we will be able to disclose more concrete information at that time.

It's good to see that earning points allow to get physical awards like in Club Nintendo, alongside digital content and (probably what's the biggest change compared to the former system) discount coupons. Again, this is coherent to how Iwata stated he wanted to change not just how consoles are sold, but how games are sold, in order to get people buying more games, thus consoles being costantly used, thus more games getting attention from customers, thus more games being bought (potentially), etc.etc. Long short story, the creation of a cyclical engagement process.

It's not what I thought it could have been (incremental discounts: the more you buy, the bigger base discount you get when buying a game from the eShop), but it's still a pretty good execution, with some unexpected twists. Mainly, the real life applications, surprising and interesting at the same time. It looks like Nintendo wants to enter in everyday's lives as much as possible.

It still needs to be said, though, that, compared to the original plans, mobile is going to play a larger role than expected back in 2014, given the partnership with DeNA and their release plans. Also, it doesn't seem that inviting friends to play multiplayer sessions makes you earn points, but there is a friendship system. I suppose this could be considered an evolution of the friend list, not relegated anymore to your Nintendo devices, but spanning across all the MyNintendo-supporting devices. And with a sort-of-chat system to boot. Really sort-of

Miitomo
Here it is, the first Nintendo app for mobile. If we take it in isolation from everything, it sounds peculiar for sure. A Mii chat room where your thoughts are shared across your friends, and you discover them more and more by that? A different way to create relationships, for who is very shy too. What makes this application more important (theorically, at least), is that it's not isolated, it's strictly correlated to MyNintendo.
You see, back when both the mobile plans and the new membership services were announced, I always thought that the two would have been released in conjunction, as a "demonstration" of how it works. It never crossed my head that the first application would have been an actual extension of MyNintendo. It takes the Friends concept and gives to it a bigger social makeup, giving to people the possibility of interacting between each other, possibly discovering more about each other. It's also (99.9% odds) the legendary Mii app Iwata mentioned several times, already delayed in the past. And, in the end, it actually makes sense that the first app to be released is something that is intimately connected to the new membership system, extending one of its functions and bringing bigger social interactions.

Overall, I'd say that both Nintendo Accounts and MyNintendo are well welcomed, expected or even better-than-expected execution of what has been stated for months, since...almost 2 years ago, while the application is something both unusual and, when the context is considered, not that out-of-nowhere, and I'm very curious to see how it'll perform (downloads/grossing) once it launches. I think this app has potential (even bigger than what most here thinks), but it's also the most difficult element to forecast, it can perfectly fail as well.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
Famitsu Retail and Digital LTD

[WIU] Splatoon <ACT> (Nintendo) {2015.05.28} (¥6.156) - 754.973 (102.213) / 857.186

Yes, according to Famitsu Splatoon needs to sell ~48k from Oct 5th to 25th (3 weeks) digitally to match Nintendo's statement.

Don't forget that Famitsu retail numbers include download codes, which means they include a part of eShop sales as well.
 

Vena

Member
Sonic mobile game (Sonic Dash) was released before Lost World.

Oh I thought you were talking about Runners, I completely forgot Dash even existed, haha. My apologies.

In general I don't think we have an example of a successful, traditional-oriented mobile game boosting the console/handheld sales of said tradtional IP.

We don't really have much in the way of actual data or games even built with this in mind.
 

hiska-kun

Member
Don't forget that Famitsu retail numbers include download codes, which means they include a part of eShop sales as well.

And?
Retail sales including download cards, plus pure digital sales is 857k. If they want to match Nintendo's numbers they need to estimate 48k for the next month.

Edited: That said, I wouldn't be surprised if the numbers that don't match are precisely download cards, since MC and Famitsu sales are very close and closer everyday, and the former doesn't include download cards.
There're a lot of games that sales are higher on MC, when that should be impossible since Famitsu includes download cards, and that means more sales.
Actually I don't know how Famitsu can know all download cards sales since they're being sold at no game stores too, as convenience stores and others.
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
I believe we both factored that in.

And?
Retail sales including download cards, plus pure digital sales is 857k. If they want to match Nintendo's numbers they need to estimate 48k for the next month.

Edited: That said, I wouldn't be surprised if the numbers that don't match are precisely download cards, since MC and Famitsu sales are very close and closer everyday, and the former doesn't include download cards.
There're a lot of games that sales are higher on MC, when that should be impossible since Famitsu includes download cards, and that means more sales.
Actually I don't know how Famitsu can know all download cards sales since they're being sold at no game stores too, as convenience stores and others.

Ops, I did read the number wrong at first (don't know how). Sorry to both of you, my mistake :p

Yeah, Famitsu should have 48,000 units sold through eShop to be on par with Media Create + digital sales. Considering how this month's sales are around 10k, I doubt it's ever going to happen though XD
 

Ōkami

Member
This is using the most recent digital data, keep in mind data from some of these games is outdated.

PS4
  1. Metal Gear Solid V: The Phantom Pain: 467.149
  2. Knack: 400.806
  3. Dragon Quest Heroes: The World Tree's Woes and The Blight Below: 352.290
  4. Bloodborne: 251.502
  5. Grand Theft Auto V*: 214.591
PSV
  1. Minecraft: PlayStation Vita Edition: 666.390
  2. God Eater 2*: 427.863
  3. God Eater 2: Rage Burst: 356.491
  4. Freedom Wars: 336.416
  5. Persona 4 Golden*: 308.635
XB1
  1. Titanfall: 43.777
  2. Kinect Sports Rivals: 23.607
  3. Dead Rising 3: 12.828
  4. Forza Motorsport 5: 10.907
  5. Call of Duty: Advanced Warfare: 6.794
WIU
  1. New Super Mario Bros. U: 1.225.115
  2. Mario Kart 8: 1.185.462
  3. Splatoon: 857.186
  4. Wii Party U: 811.450
  5. Super Smash Bros. for Wii U: 719.036
3DS
  1. Pokémon X / Y: 4.551.661
  2. Animal Crossing: New Leaf: 4.462.399
  3. Monster Hunter 4: 3.862.413
  4. Yo-kai Watch 2: Ganso / Honke: 3.243.900
  5. Pokémon Omega Ruby / Alpha Sapphire: 2.965.898
* includes all rereleases
 
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