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NPD Sales Results For November 2016

Ōkami

Member
Haven't been keeping track of NPD for a while but let me know how close am I with this for LTD.

360: More than 42.5 million
Wii: More than 41.5 million
PS3: More than 26.7 million
3DS: More than 17.2 million
PS4: Around 15.7 million
XB1: Around 14.3 million
Wii U: Around 5.4 million
PSV: Less than 2.5 million

I'm missing many months on this, mainly on 360, PS3 and Wii, almost the entirety of 2015 and 2016 for Vita (and most of PSTV) and this month for 3DS.
 

samar11

Member
Ōkami;226782601 said:
Haven't been keeping track of NPD for a while but let me know how close am I with this for LTD.

360: More than 42.5 million
Wii: More than 41.5 million
PS3: More than 26.7 million
3DS: More than 17.2 million
PS4: Around 15.7 million
XB1: Around 14.3 million
Wii U: Around 5.4 million
PSV: Less than 2.5 million

I'm missing many months on this, mainly on 360, PS3 and Wii, almost the entirety of 2015 and 2016 for Vita (and most of PSTV) and this month for 3DS.

The gap between ps4 and xboxone is 1.6, no?
 

Norse

Member
Right. You asked how it could decline when it's packed in when we have seen multiple other high profile games get packed in and yet decline greatly.


I wasn't clear on what the post meant by decline. The games declining in quality or numbers sold. So if a game becomes a pack in, it's numbers should continue to rise at a higher rate than if sold separately. That's all I was trying to say.
 
No....First estimates were 800/300 split for ps4/pro.....Since UC4 ps4 SKU was 30% of hardware, I think that estimate is pretty close. Just don't know if hardware included 3ds or not...And what #'s 360 and ps3 and Wii had.

So...

1.1m ps4/pro
1.0m xbone
550k 3ds (saw in this thread) if included in consoles.
? 360
? Ps3
? Wii

Add those all up and x .3 will give you rough ps4 number out of the 1.1m sold. Rest would be pro number.

no again. not quite exactly. you're missing out the old leftover bundles in that number.
in that case 300k would be pro + all old ps4 skus
in october non ps4 slim uc4 bundles accounted for 45 or 55% (depending if all hardware does include handhelds or is home console only) of all ps4 sold


Ōkami;226782601 said:
Haven't been keeping track of NPD for a while but let me know how close am I with this for LTD.

360: More than 42.5 million
Wii: More than 41.5 million
PS3: More than 26.7 million
3DS: More than 17.2 million
PS4: Around 15.7 million
XB1: Around 14.3 million
Wii U: Around 5.4 million
PSV: Less than 2.5 million

I'm missing many months on this, mainly on 360, PS3 and Wii, almost the entirety of 2015 and 2016 for Vita (and most of PSTV) and this month for 3DS.

3DS sold ~555k units this November NPD
 
When you are given numbers in the strictest of confidence it is unwise to break trust and make them public. Especially when you know the repercussions of doing so.

Delete your post now.

well the leaker of that data asked to not share / discuss it until the 20th of November and isn't even around anymore sadly. but you're right better still not make a (to) big portion public in such a strict way.

i'm sorry and deleted my post. i just wanted to give that guy some numbers, he is maybe missing :)
 

deleted

Member
Have to have stock to sell.

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Every store I have visited in the last month has been totally sold out of 3DS and 2DS

Oh, okay - that bears the question if it's Nintendo that underestimated demand or the sellers...

555k is pretty good for a console in its 6th November.

Yeah, isolated it is, but if you look at the recent 3DS renaissance it isn't that big a jump over those numbers. It should/could be higher.
 
So for 2016 what brought in more money for the Pokemon Company? Pokemon Go or Sun/Moon? Really curious cause wouldn't this determine where they focus in the future. Is it possible Gen 8 can be Iphone/Android exclusive? Especially if the Switch doesn't take off?
Go made a lot of money, and Sun and Moon made a lot of money. Why would they cut either of those revenue streams out?
 

Norse

Member
Nintendo is making bank. With all the toys,clothes,etc,etc,etc, they are probably the real winners in all of this. No need to worry for them.
 

Unknown?

Member
Ōkami;226782601 said:
Haven't been keeping track of NPD for a while but let me know how close am I with this for LTD.

360: More than 42.5 million
Wii: More than 41.5 million
PS3: More than 26.7 million
3DS: More than 17.2 million
PS4: Around 15.7 million
XB1: Around 14.3 million
Wii U: Around 5.4 million
PSV: Less than 2.5 million

I'm missing many months on this, mainly on 360, PS3 and Wii, almost the entirety of 2015 and 2016 for Vita (and most of PSTV) and this month for 3DS.

PS2 over 50 million. Don't think we will ever see that again unless a console gets down to $99 again.
 

Nirolak

Mrgrgr
Sounds about right to me... why I believe Switch is critical to get more people into the console market.
I guess my issue here is that I feel most of what Nintendo is still managing to sell is the same kind of games as the rest of the industry.

Like, let's look through their somewhat recent big sellers from the Wii U and 3DS and toss in their flagship upcoming game:
- Super Smas Bros: Multiplayer focused, service based fighting game.
- Splatoon: Multiplayer focused, service based third person shooter.
- Mario Kart: Multiplayer focused, service based racing game.
- Zelda: Open world action adventure game.
- Mario 2D: Four player co-op platformer.
- Mario 3D: Four player co-op platformer.
- Pokemon Sun/Moon: Lengthy RPG with cinematic production values (for a handheld game) and a kitchen sink full of side activities and various online functionalities. Holds frequent post launch events. It's not open world, but it takes a "wide linear" approach like other modern linear games for the initial playthrouhh and effectively becomes hub based in the post game when various Pokémon and blockades aren't stopping you.
- Fire Emblem: Lengthy strategy RPG. Has romance systems, online multiplayer, and town building. Had an aggressive DLC model.
- Animal Crossing: City building/life sim.
- Tomodachi Collection: Sort of a social life event comedy thing.

There's a little variation here, some of it being that they still make platformers, some of it being the nature of handheld games being a bit different from console games, but I feel that as a whole, this is pretty much the same type of content everyone else is succeeding with. Even stuff like Animal Crossing matches up with City Skylines doing 3 million on Steam and the continued success of The Sims, though I guess we could see that part of the PC audience as an expanded audience these days. Tomodachi Collection is probably the product least comparable to other non-mobile games.

That said, I feel like the crux of Nintendo's expanded audience games (Wii Fit, Wii Sports, Brain Training...) are not major hits for the company anymore. It's overwhelmingly the stuff that appeals to the remaining core audience, and the expansion mostly comes from it being more age appropriate for younger audiences.
 
I guess 99$ 3ds was still sold with small profit. Imagine what they earn normally on 3ds family hardware alone. It's crazy that the xl is almost at same price as an x1 or ps4
 

RexNovis

Banned
I guess my issue here is that I feel most of what Nintendo is still managing to sell is the same kind of games as the rest of the industry.

Like, let's look through their somewhat recent big sellers from the Wii U and 3DS and toss in their flagship upcoming game:
- Super Smas Bros: Multiplayer focused, service based fighting game.
- Splatoon: Multiplayer focused, service based third person shooter.
- Mario Kart: Multiplayer focused, service based racing game.
- Zelda: Open world action adventure game.
- Mario 2D: Four player co-op platformer.
- Mario 3D: Four player co-op platformer.
- Pokemon Sun/Moon: Lengthy RPG with cinematic production values (for a handheld game) and a kitchen sink full of side activities and various online functionalities. Holds frequent post launch events. It's not open world, but it takes a "wide linear" approach like other modern linear games for the initial playthrouhh and effectively becomes hub based in the post game when various Pokémon and blockades aren't stopping you.
- Fire Emblem: Lengthy strategy RPG. Has romance systems, online multiplayer, and town building. Had an aggressive DLC model.
- Animal Crossing: City building/life sim.
- Tomodachi Collection: Sort of a social life event comedy thing.

There's a little variation here, some of it being that they still make platformers, some of it being the nature of handheld games being a bit different from console games, but I feel that as a whole, this is pretty much the same type of content everyone else is succeeding with. Even stuff like Animal Crossing matches up with City Skylines doing 3 million on Steam and the continued success of The Sims, though I guess we could see that part of the PC audience as an expanded audience these days. Tomodachi Collection is probably the product least comparable to other non-mobile games.

That said, I feel like the crux of Nintendo's expanded audience games (Wii Fit, Wii Sports, Brain Training...) are not major hits for the company anymore. It's overwhelmingly the stuff that appeals to the remaining core audience, and the expansion mostly comes from it being more age appropriate for younger audiences.

I would hardly declare any of the bolded to be particularly successful genre's/categories this gen. In most of those Nintendo is the only publisher managing to make particularly successful SW in those categories. Provided their gimmick, unlike the WiiU, is seen as desirable to the mass market I'm sure their IP will make inroads for them. Their software often seems to prove exceptional in comparison to industry trends which is a very good position to be in for a SW company.

My problem lies in whether or not the mass market will find the idea of a docking portable games system as a desirable item. ALbeit recent events like the showing on Jimmy Fallon and the general public interest seems to indicate the market might respond positively to the idea.

I guess 99$ 3ds was still sold with small profit. Imagine what they earn normally on 3ds family hardware alone. It's crazy that the xl is almost at same price as an x1 or ps4

Are we sure they are making a substantial profit at 99$? Could be that they are just trying to clear out preexisting stock. I know the 2DS has been on sale for around that price before. Maybe the 3D mechanic is the main cost driver for the regular units.
 
I guess my issue here is that I feel most of what Nintendo is still managing to sell is the same kind of games as the rest of the industry.

Like, let's look through their somewhat recent big sellers from the Wii U and 3DS and toss in their flagship upcoming game:
- Super Smas Bros: Multiplayer focused, service based fighting game.
- Splatoon: Multiplayer focused, service based third person shooter.
- Mario Kart: Multiplayer focused, service based racing game.
- Zelda: Open world action adventure game.
- Mario 2D: Four player co-op platformer.
- Mario 3D: Four player co-op platformer.
- Pokemon Sun/Moon: Lengthy RPG with cinematic production values (for a handheld game) and a kitchen sink full of side activities and various online functionalities. Holds frequent post launch events. It's not open world, but it takes a "wide linear" approach like other modern linear games for the initial playthrouhh and effectively becomes hub based in the post game when various Pokémon and blockades aren't stopping you.
- Fire Emblem: Lengthy strategy RPG. Has romance systems, online multiplayer, and town building. Had an aggressive DLC model.
- Animal Crossing: City building/life sim.
- Tomodachi Collection: Sort of a social life event comedy thing.

There's a little variation here, some of it being that they still make platformers, some of it being the nature of handheld games being a bit different from console games, but I feel that as a whole, this is pretty much the same type of content everyone else is succeeding with. Even stuff like Animal Crossing matches up with City Skylines doing 3 million on Steam and the continued success of The Sims, though I guess we could see that part of the PC audience as an expanded audience these days. Tomodachi Collection is probably the product least comparable to other non-mobile games.

That said, I feel like the crux of Nintendo's expanded audience games (Wii Fit, Wii Sports, Brain Training...) are not major hits for the company anymore. It's overwhelmingly the stuff that appeals to the remaining core audience, and the expansion mostly comes from it being more age appropriate for younger audiences.

I see what you mean, but Smash, Splatoon, Kart and Pokemon are pretty unique in their respective categories. My wife plays those games but she's not gonna play Mortal Kombat, Call of Duty, Need for Speed and whatever non-Pokemon RPG franchise is popular nowadays. And as you said, nobody makes big platformers anymore - except, obviously, Mark Cerny - and Animal Crossing is still unique as far as the console/handheld market is concerned. Party games like Mario Party/Nintendo Land/Wii-stuff could potentially be popular again if the system they're on is popular.
 
Are we sure they are making a substantial profit at 99$? Could be that they are just trying to clear out preexisting stock. I know the 2DS has been on sale for around that price before. Maybe the 3D mechanic is the main cost driver for the regular units.
Not sure, but Nintendo isn't known for losing money on hardware. They even made a special edition and i guess that's not just to increase install base and fan service.
I see what you mean, but Smash, Splatoon, Kart and Pokemon are pretty unique in their respective categories. My wife plays those games but she's not gonna play Mortal Kombat, Call of Duty, Need for Speed and whatever non-Pokemon RPG franchise is popular nowadays. And as you said, nobody makes big platformers anymore - except, obviously, Mark Cerny - and Animal Crossing is still unique as far as the console/handheld market is concerned. Party games like Mario Party/Nintendo Land/Wii-stuff could potentially be popular again if the system they're on is popular.
Agree with you and your wife.
Saying splatoon and cod are basically the same might be technically correct, but the same goes for a t-bone steak and spam.
 

Nirolak

Mrgrgr
I see what you mean, but Smash, Splatoon, Kart and Pokemon are pretty unique in their respective categories. My wife plays those games but she's not gonna play Mortal Kombat, Call of Duty, Need for Speed and whatever non-Pokemon RPG franchise is popular nowadays. And as you said, nobody makes big platformers anymore - except, obviously, Mark Cerny - and Animal Crossing is still unique as far as the console/handheld market is concerned. Party games like Mario Party/Nintendo Land/Wii-stuff could potentially be popular again if the system they're on is popular.

I guess my sentiment there would be that, in terms of generating market growth, you're hoping that people who are brought into the market by a certain game or company go on to buy similar titles.

Now, obviously there's a huge gulf between Smash and Mortal Kombat or Mario Kart and The Crew, but I'd like to address the other two.

Pokemon is very different from The Witcher or Diablo, but there are games that go for a similar tone and/or mechanics like Yo-Kai Watch or Dragon Quest. A good example of market expansion would be that these games which are currently not selling very well go on to do notably better now that Pokemon has brought in a lot of additional people who would seemingly be in their target audience. If that's not happening, and the only RPG on earth they're interested in is Pokemon, then this audience doesn't exist for 99 out of 100 publishers, and the market has effectively not changed.

Similarly, we can take Splatoon and Overwatch. Splatoon is a colorful, cartoony, light-hearted, accessible shooter. This is also true of Overwatch. Overwatch is also notably a game that has 20 million players, but half of them are in Asia, and judging by NPD and GFK threads, around 50-60%+ of their Western customer base is also on PC. If you wanted to grow the console market, you would hope to see a lot of people who pick up things like Splatoon going on to pick up a game like Overwatch. Now, unlike my previous examples, these two games are not on the same platform, but it's an example of the type of transition you're hoping to see.

What really works out on the PS4/XB1 is that the people who were buying FIFA or CoD were actually buying a lot of other products as well, allowing games like Skyrim and Assassin's Creed to become gigantic hits despite being in genres that may have never sold that well before. Similarly, when everyone was buying a Wii to play Wii Sports or Wii Fit, we were able to see party games like Just Dance or exercise games like EA Sports Active and Zumba Fitness actually have very good results for a while. Once that stopped being true, the market largely evaporated from consoles in favor of mobile, and publishers were sitting there with a bunch of dead or dying product lines.

My question becomes what audience the Switch is supposed to bring in. If it's people that only buy Nintendo's products, then that's just the Wii U - or being more favorable, Western 3DS - audience, and the impact for major publishers is minimal.
 

Vena

Member
My question becomes what audience the Switch is supposed to bring in. If it's people that only buy Nintendo's products, then that's just the Wii U - or being more favorable, Western 3DS - audience, and the impact for major publishers is minimal.

I guess I'd ask how many major publishers target the western 3DS audience... none of them? (Obviously would need to be further quantified by how much/any cross-over there is between the western 3DS audience and the PS4/X1.) If the Switch were to, say, reproduce that same audience or get close to or (optimistically) grow it, would that be considered potential area of growth for titles like FIFA/NBA that were otherwise untapped on other consoles?

I don't know if that would be an impact or not, though, outside of the minimal as you said.
 
My question becomes what audience the Switch is supposed to bring in. If it's people that only buy Nintendo's products, then that's just the Wii U - or being more favorable, Western 3DS - audience, and the impact for major publishers is minimal.

My primary worry for the traditional console space is the what is now a generation of young kids that haven't touched a controller for gaming, and have done it all on tablets and phones.

By focusing so much on the current core market (which, to be fair, is the entirety of the market being catered to at the moment, with the idea of getting those people to spend more money, and not in expanding the audience) huge segments of the market are being ignored.

Getting kids to pick up controllers and play games on a TV (or both a portable and the TV like the Switch offers) will be very important for the future health of the entire console industry imo.

I don't think it'd be a good thing if kids looked at a controller as some people now look at something like a cassette deck, where they like it for retro chic value.
 
My primary worry for the traditional console space is the what is now a generation of young kids that haven't touched a controller for gaming, and have done it all on tablets and phones.

By focusing so much on the current core market (which, to be fair, is the entirety of the market being catered to at the moment, with the idea of getting those people to spend more money, and not in expanding the audience) huge segments of the market are being ignored.

Getting kids to pick up controllers and play games on a TV (or both a portable and the TV like the Switch offers) will be very important for the future health of the entire console industry imo.

I don't think it'd be a good thing if kids looked at a controller as some people now look at something like a cassette deck, where they like it for retro chic value.
Yeah I think content available for kids is problem that's not being addressed by the industry but what about the kids that these core gamers have or will have in the future. Wouldn't there be a strong chance these parents would introduce their children to console gaming. Would they be able to maintain the current market or is that approach not feasible long term? I do expect another decline at some point because of the sw issue but I don't know how big it would be. For example the reason I got into console gaming is because I saw my older cousins playing them.
 

Nirolak

Mrgrgr
My primary worry for the traditional console space is the what is now a generation of young kids that haven't touched a controller for gaming, and have done it all on tablets and phones.

By focusing so much on the current core market (which, to be fair, is the entirety of the market being catered to at the moment, with the idea of getting those people to spend more money, and not in expanding the audience) huge segments of the market are being ignored.

Getting kids to pick up controllers and play games on a TV (or both a portable and the TV like the Switch offers) will be very important for the future health of the entire console industry imo.

I don't think it'd be a good thing if kids looked at a controller as some people now look at something like a cassette deck, where they like it for retro chic value.

PC eats into this pretty heavily too. We have a whole thread going right now about Roblox's insane numbers, but basically everyone talks about how their kids play it in computer labs (or presumably phones/tablets as well) instead of on their Xbox: http://www.neogaf.com/forum/showthread.php?t=1326785

That said, it does seem to be doing pretty well on Xbox as well judging by the top games chart. Microsoft I feel has had some more success on this front than Sony between Minecraft, Lego, and Roblox, but it's still a pretty small footprint overall, and I definitely understand (and agree with) your concern.
 
Mat, curious for your thoughts on the current observed price discovery mechanisms in the AAA space. Lots of us in the industry (NB: not speaking for my employer) are concerned about the downward pressure on pricing for "premier" titles right now, through retail and now online discounting several weeks after release, and whether this is a learned behavior from Steam Sales, Humble Bundles, and things like XBL and PSN give-aways. Do you think this is new behavior, or replacement for the previous used-game trade-in cycle? There is another line of thought that this discounting is now essentially user-acquisition cost in the AAA console space and that the revenue generation will move to post-sale monetization through DLC and MTX, etc.

(Again, not speaking for employer.)
 
This is a fantastic question, and the right one to ask. So, thanks.

I have to be careful how I answer (I cannot disclose pricing publicly) so I will talk about trend, and you're just going to have to take my word for it as I can't show actual pricing figures. Hope that's cool. If your employer has a contract, please have your folks chat with their account person from NPD and we can provide additional data and insights.

Lots of us in the industry (NB: not speaking for my employer) are concerned about the downward pressure on pricing for "premier" titles right now, through retail and now online discounting several weeks after release

Well first, you have to separate planned price drops versus unplanned price drops. Best way to know which are which is to check retail print ads, that lock weeks in advance of running and, for new releases, before the launch of the promoted game. If a new release is discounted in a print ad a few weeks after launch, that was planned by the publisher. That is not a reactive price drop due to sales.

This is important, of course, because it should alleviate concerns about price weakness for those titles. In these cases, the publisher planned before launch to do a promotional event. And, given that price sensitivity spikes sharply between Black Friday and the end of December, it doesn't surprise me at all that we're seeing more and more deep discounting in the holiday period. It's actually a very smart thing to do.

On the other side, you have titles that are not being discounted in retailer print ads, and are only being discounted in online ads and online sales. These are far more likely to be reactive drops, and unplanned.

These drops are more troublesome. But you do then need to separate which drops are because retail is concerned about inventory, and which drops are because the publisher placed expectations that were too high on the title and are trying to claw back to a sales goal.

Finally, you have to separate the reality from what a small sample of high profile titles could lead one to believe. I'm seeing the same handful of titles getting unplanned deep discounting, and I'm not seeing a wide swath of games being handled this way. This leads me to believe that there are certain games that are struggling. I wouldn't say at this time that we have a widespread unplanned decline in pricing. I mean, I guess that could be happening, but one month of data (where many of these drops are steeper than we've seen in recent years) certainly isn't enough to come to that conclusion.

At this point, I'm far more interested in seeing the returns of how these deep discounts impacted the market, and right now it looks like the market is responding positively to the price drops.

This means, of course, I don't think we have any issue at all of demand dropping in a widespread manner regardless of pricing. Gaming is not doomed. At all. It just shows that there is intense competition in the market, which always brings price competition.

It's pretty healthy for the market to act this way given the intense competitive nature of the market, is I guess what I'm saying.

and whether this is a learned behavior from Steam Sales, Humble Bundles, and things like XBL and PSN give-aways.

There are a lot of theories. The "WoWification" of consoles, where a handful of games take up hundreds of hours of time, twitch/youtube impact, price training like you mention, etc. Lots of stuff going on, don't think any one theory has been proven. I'd also argue that some of these very concepts actually help the market as much as they potentially hurt it, but that's a story for another day.

Do you think this is new behavior, or replacement for the previous used-game trade-in cycle?

Not sure they target the same audiences fully? The young guy who funds new game purchasing partially through trading in his older games will still need that funding stream and will therefore continue to purchase packaged until his income rises enough to where he can go more digital more regularly. So, don't think used games are going away anytime soon.

There is another line of thought that this discounting is now essentially user-acquisition cost in the AAA console space and that the revenue generation will move to post-sale monetization through DLC and MTX, etc.

Now this is the most interesting point, and I have a piece coming out in the next week or so with my 2017 predictions that focus primarily on this concept.

I believe fully that the ARPU model will take over the financial planning at the title level across pubs, and that the post-purchase revenue stream will be just as important as selling the initial unit. I expect post launch MTX and consumables support across most, if not a vast majority, of major titles. And I think the willingness to discount more aggressively earlier, by choice, reflects this new thinking.

That's my take. What do you think?
 
I'd also argue that some of these very concepts actually help the market as much as they potentially hurt it, but that's a story for another day.

I think that was the general feeling through the middle of gen 7, when it seemed like blockbuster/juggernaut titles were attached to a perceived market growth. Now it's become a question of whether the market growth is still there, or if instead there's cannibalization as those titles compete for a flat user base. This sort of analysis is of course complicated by the generational shift (and/or you can argue that the shift is part of the problem as it resets the user base to some extent).

Not sure they target the same audiences fully? The young guy who funds new game purchasing partially through trading in his older games will still need that funding stream and will therefore continue to purchase packaged until his income rises enough to where he can go more digital more regularly. So, don't think used games are going away anytime soon.

The thrust here was more along the lines of... with increasing digital sales, which was an arena with less price elasticity, and no used market, is there a commensurate decrease in unit sales which leads to discounting as part of user acquisition to get more people in the door. The counter-argument that I would imagine is that the user base that was heavily involved in trade-ins is not the same user base that is going aggressively digital, because it decreases their purchasing power per above. It would be interesting to run surveys of users and see what their purchase strategy/motivation is. Or look at the software being released and see if mechanisms like pre-purchase digital early access are moving that split at all.

I believe fully that the ARPU model will take over the financial planning at the title level across pubs, and that the post-purchase revenue stream will be just as important as selling the initial unit. I expect post launch MTX and consumables support across most, if not a vast majority, of major titles. And I think the willingness to discount more aggressively earlier, by choice, reflects this new thinking.

This is I think the emerging consensus, and an extension of the "software as service" approach that the behemoth titles have been migrating to, sometimes by choice and sometimes by necessity, over the last few years. This transformation is pretty scary for many companies--you need significant backend infrastructure, which means time/money/people to accomplish that. The already significant expense of producing a AAA title--in a market where people still only expect to pay $60 initially--ends up under more strain. We had a major cull of "mid-core" developers halfway through last generation as the "profitable 2mm unit seller" slowly disappeared, will we see another version of that in the next few years as part of the service/ARPU transition?

There's another interesting discussion to be had here about how networking effects are pushing things in this direction... I wonder if there is a business literature about sporting leagues that has useful lessons here.

(Per usual, I do not speak for my employer.)
 
If more games that launch for 70$ get discounted fast, it will be fun to watch if consumers will learn to be patient. Probably it will become common sense that "day one" just means that you aren't clever enough. Something like with the rise of last-minute-vacation a decade ago.
This hasn't so much to do with Steam though. Steams unhealthy mechanics are slightly different from the retail situation.

Would hot lesbians in NPD threads help getting a more vivid salesGaf community?
 

modsbox

Member
Legit shocked that Sun outsold Moon. Seriously, around here everyone got Moon to start.

My son was like the only kid that chose to play Sun first because he liked Solgaleo. If it had been my choice I would have gone Moon all the way, Lunala looks badass.
 

Unknown?

Member
The $249 deal on PS4 is being extended up to Dec 31st.



http://blog.us.playstation.com/2016...undle-249-99-december-11-through-december-24/

Ellios spotted it.
Hmmm seems they're going to match the Xbox promotion length. Sony had a clear end date but Xbox was for a limited time presumably till the end of December.

Smart to capitalize on all those gift cards.
Unless they're already doing it for the whole period, MS is guaranteed to follow suit.
I am pretty sure this is because Microsofts deal extended to that time already and they were just matching it.
 

Elandyll

Banned
Didn't that happen last year too?

Sony opening a Xmas week $50 drop, Xbox following till end of month, and Sony extending it?
 

MacTag

Banned
PS2 over 50 million. Don't think we will ever see that again unless a console gets down to $99 again.
Nope, the last figure I'm aware of for PS2 was 44.98m in November 2009. Both Wii and 360 came pretty close to PS2 at much higher prices for most of their lifecycles.

The only system I'm aware of that topped 50m in NPD is the DS, which did it in September 2011.
 

Voras

Member
Sun and Moon were 3 and 4 on the chart? That's kinda nuts. Seems like this new gen is going well for them. I would be curious to see, if Nintendo did some polling, how many of those people are new or have come back after more than a decade since playing a pokemon game. Also how many people picked this up after playing Pokemon Go.
 

Unknown?

Member
USA=/=North America

also this post has more recent LTDs for the super old systems
NPD tracks North America and not just U.S., correct? I mean I know Canadian sells are included and I'm sure Mexico is too. Probably not Central America though(even though that is technically North America).


That's shipments for all of North America. It never sold through 50 million in the US, DS is the only system to ever hit that milestone.
Yeah but isn't NPD numbers for North America? They include Canada so there's no way to know actual US numbers alone.
 
Didn't that happen last year too?

Sony opening a Xmas week $50 drop, Xbox following till end of month, and Sony extending it?

pretty much, yes
ps4 was down to $299 6th - 19th dec initially and extended one week
http://blog.us.playstation.com/2015/12/01/two-ps4-bundles-just-299-99-each-starting-december-6th/
xbox 1 was down to $299 9th - 26th dec
http://news.xbox.com/2015/12/09/xbox-one-console-deals-return/

NPD tracks North America and not just U.S., correct? I mean I know Canadian sells are included and I'm sure Mexico is too. Probably not Central America though(even though that is technically North America).



Yeah but isn't NPD numbers for North America? They include Canada so there's no way to know actual US numbers alone.

yes, they do track
but it's a different report and no canadian nor mexican sales are included here
all numbers in this topic are US only
 

blakep267

Member
That will seal the deal in terms of them selling the most consoles in December too. They did a similar extension to their main sale last December.
Doubtful. Since they barely beat MSin November with months of pre orders for the pro ( if we are to believe the leaks). In the US at least, the slim seemingly hasn't been able to sell more than the 1s since launch
 

Unknown?

Member
Doubtful. Since they barely beat MSin November with months of pre orders for the pro ( if we are to believe the leaks). In the US at least, the slim seemingly hasn't been able to sell more than the 1s since launch
Doubtful? It's very probable but not a lock. We know they sold every one of the FFXV LE consoles. That likely wasn't a large amount but still extra on top. Also we know PS4 sold more on Cyber Monday which is a big win.
 
Doubtful? It's very probable but not a lock. We know they sold every one of the FFXV LE consoles. That likely wasn't a large amount but still extra on top. Also we know PS4 sold more on Cyber Monday which is a big win.

FFXV also skews towards the PS4 like crazy, so word of mouth will also come into play.
 
My primary worry for the traditional console space is the what is now a generation of young kids that haven't touched a controller for gaming, and have done it all on tablets and phones.

By the same token, a kid turning 12 today grew up in a household much more likely to have a home console than the previous generations, the parents being born in the 80s and growing up during the gaming boom of the mid-90s and 00s. These kids are more likely to have touched a controller before than I was when I got my first console.

I don't think it'd be a good thing if kids looked at a controller as some people now look at something like a cassette deck, where they like it for retro chic value.

The thing with cassettes, VHS and other technology is that they're obsolete technology that lapsed from common usage for a period, even it some of it (like vinyls) has had a resurgence. Nothing of the sort has occurred so far with traditional consoles, they've had a pretty consistent and constant place in our cultural environment for the past 30 years.
 

cakely

Member
FFXV also skews towards the PS4 like crazy, so word of mouth will also come into play.

The PS4 Slim uncharted 4 bundle is $230 on Amazon, and yes, it's currently the best-selling console for the month of December (#2).

Yeah, I know Amazon has been wrong twice this year.
 
By the same token, a kid turning 12 today grew up in a household much more likely to have a home console than the previous generations, the parents being born in the 80s and growing up during the gaming boom of the mid-90s and 00s. These kids are more likely to have touched a controller before than I was when I got my first console.
Correct story, wrong conclusion.
20 or 30 years ago consoles were the hottest thing on the planet (maybe only matched by samantha fox). So kids grew up without ever touching neither nor, but it was the definition of cool. It was what the cool kid down the road had.
Now, kids grow up with access to / presence of consoles because the former 90's kids now are dads and bought the consoles for themselves after they earned some own money. No wonder kids don't find them sexy any more. dad's hobby sucks per se. Consoles are the electrical trains of our times. And look as outdated as samantha fox by now.
 
thereitis.gif

It seems they want to use it as a mover going into January rather than a December mover.

It'll be good to have a bundle before the Horizon bundle in February.
 
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