Media Create Sales: Week 33, 2014 (Aug 11 - Aug 17)

May 3, 2007
18,401
0
0
I think that Yo-kai Watch 2 launch period was very smart. The game could exploit the launch hype and the Obon week. Then, it will exploit the Christmas season. There is a lot of competition from September onwars (Super Smash Bros., Monster Hunter and Pokémon) but only the last one can have an effect on its sales. Yo-kai Watch 2 could grow over 3 million units this year, which would be quite big.
There's no "could" about it, yw2 has 3 million this year on lock, quite Probably even before December, when all is said and done I wouldn't be surprised to see hit 4 million eventually
 

Chris1964

Sales-Age Genius
Dec 17, 2008
11,738
0
0
I see expectations for YW2 are over the top when I read 3 million before the end of this year. I doubt it will have the legs of the original and strong competition from other games on 3DS just begins. It will top 3 million but I don't see it going much further than that.
 
May 3, 2007
18,401
0
0
I see expectations for YW2 are over the top when I read 3 million before the end of this year. I doubt it will have the legs of the original and strong competition from other games on 3DS just begins. It will top 3 million but I don't see it going much further than that.
To hit 3million by year end it only has to average 41k a week, should be easy
 
Nov 22, 2013
942
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I think that Yo-kai Watch 2 launch period was very smart. The game could exploit the launch hype and the Obon week. Then, it will exploit the Christmas season. There is a lot of competition from September onwars (Super Smash Bros., Monster Hunter and Pokémon) but only the last one can have an effect on its sales. Yo-kai Watch 2 could grow over 3 million units this year, which would be quite big.
I agree Hino is actually quite competent and it´s quite interesting that such a small company managed to create some million sellers since it became a publisher a few years ago, while someone as big and more experienced as Sony has been unable to create anything of note in the past ten years, when it comes to comparable successful software for the Japanese market.
 
Oct 10, 2007
4,117
0
0
www.wiitalia.it
I see expectations for YW2 are over the top when I read 3 million before the end of this year. I doubt it will have the legs of the original and strong competition from other games on 3DS just begins. It will top 3 million but I don't see it going much further than that.
I would say to not underestimate IPs that are targeted toward kids. Of course YW2 won't have the legs of the first one (FW:50k, LTD:1200k), but it's already approaching 50% of FW sales in less than two months, and for a game that debuted over 1m is surely an achievement. This week YW2 sold 150k thanks to Obon; if next week it's able to pull another 100k, it would be already around 2.3m; I can totally see the game selling 40-50k on a weekly basis until December, where it could grow again. But let's see. 2m is already a huge success for Level-5.
 
Oct 9, 2005
5,556
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0
East Cost
There's no "could" about it, yw2 has 3 million this year on lock, quite Probably even before December, when all is said and done I wouldn't be surprised to see hit 4 million eventually
The franchise is getting huge. It's all over the place with shirts, kids' lunch box sets, toys, and now you can buy Yokai Watch sticker sets at McDonald's. And of course the popular anime.
 
Oct 10, 2007
4,117
0
0
www.wiitalia.it
Do you guys ever see the Vita getting a massive, breakout success like YW?

Or was its success always on the cards for those paying close enough attention?
Level-5 already had been proven successful in creating big IPs, but YW was really something else. The game debuted with just 50k units, and went to sell around 300k in January: nice for a new IP. Then the anime started airing, and the craziness began.

Btw, I don't think PSV could ever get such a massive IP. It just lacks the installed base.
 

vinnygambini

Why are strippers at the U.N. bad when they're great at strip clubs???
Aug 7, 2013
8,548
0
0
I see expectations for YW2 are over the top when I read 3 million before the end of this year. I doubt it will have the legs of the original and strong competition from other games on 3DS just begins. It will top 3 million but I don't see it going much further than that.
I think it will reach 3 million by the end of the year, as the Yokai Watch movie will also launch in December, which may prove fruitful for Yokai Watch 2 - there is hope :)
 
Mar 19, 2009
51,003
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0
Toronto, Canada
I think it will reach 3 million by the end of the year, as the Yokai Watch movie will also launch in December, which may prove fruitful for Yokai Watch 2 - there is hope :)
That's if Level-5 hasn't launched Yokai Watch 2G by then.

Does anyone know when the anime stops airing?
It'll stop when the property is no longer successful. Yokai Watch isn't a seasonal anime. It'll run until the production committee decides it shouldn't.
 
Feel free to point out anything I missed since the last update.

I'm only adding in officially announced/unveiled games so things like the impending announcements of Revelations 2, Yakuza, Dragon Quest Monsters, Kamen Rider Skylanders, and Taiko 2 aren't on here yet.

Road to TGS™.

Chaos Centurions
Platform: iOS/Android
Genre: "RTS" (it's like Swords & Soldiers)
Publisher: Oriflamme
Developer: Oriflamme
Special Notes:
-This title is most notable for having lots of moderate to senior level former Square Enix and Capcom staff from projects like mainline KH and Dissidia, implying that more of their staff is striking out on their own these days.
-Trailer: https://www.youtube.com/watch?v=qeINyD6bdMw

Earth Defense Force V2
Platform: Vita
Genre: Third Person Shooter
Publisher: D3 Publisher (Namco Bandai)
Developer: Sandlot
Special Notes:
-I think this is an enhanced port looking at some articles?

Mighty Gunvolt
Platform: 3DS eShop
Genre: Sidescroller
Publisher: Inti Creates
Developer: Inti Creates
Special Notes:
-This is a cross-over game between Mighty Number 9, Azure Striker Gunvolt, and Gal Gun
-It's a retro style sidescroller.



The Seven Deadly Sins: Unjust Sin
Platform: 3DS
Genre: Action Adventure
Publisher: Bandai Namco
Developer: Bandai Namco?
Special Notes:
-This is an anime/manga tie-in
-Trailer: https://www.youtube.com/watch?v=EAxPbk0MYNQ

Puyopuyo Tetris
Platform: PS4/XB1
Genre: Puzzle
Publisher: Sega
Developer: Sega
Special Notes:
-This is a port of the game released last year on PlayStation 3, Wii U, PS Vita, and 3DS.

Touch Detective Funghi Rhythm
Platform: 3DS
Genre: Rhythm
Publisher: Success
Developer: BeeWorks
Special Notes:
-This is a rhythm game unlike regular Touch Detective.
-It stars this thing which has apparently been quite popular lately: https://www.youtube.com/watch?v=Y2mFDFUTKzQ

Gundam Breaker 2
Platform: PS3/Vita
Genre: Co-Op Action Game
Publisher: Bandai Namco
Developer: Bandai Namco?
Special Notes:
-Trailer: https://www.youtube.com/watch?v=vLH9BDofqKA

Protect Me Knight 2
Platform: 3DS eShop
Genre: Tower Defense
Publisher: Ancient
Developer: Ancient
Special Notes:
-You may remember the previous game as an XBLIG release.
-Trailer: https://www.youtube.com/watch?v=fUDk5Zl3lnA

Exciting Touch Training Anpanman (thanks Pennywise83)
Platform: 3DS
Genre: mini-game / edu?
Publisher: Bandai Namco
Developer: ?
Release date: Nov. 20th

 
Quiz RPG has now hit 29 million downloads in Japan: http://www.serkantoto.com/2014/08/22/colopls-white-cat-project-3668/

More interestingly, we have a new champion for fastest ever downloaded mobile game (at least to 7 million) in Japan. That would be Colopl's newest game White Cat Project.

Fueled by TV advertising and other marketing tools, White Cat Project reached:

1 million downloads on July 24
2 million on July 30
3 million on August 3
4 million on August 7
5 million on August 8
6 million on August 14
7 million on August 18
This growth curve makes White Cat Project the fastest-growing smartphone game in Japan so far, at least initially.
What's more notable about this than usual is it actually looks more like a traditional game than normal. It's essentially an NDS-ish action RPG (or mid-2000's Korean f2p action RPG MMO if you prefer).

Here's a few videos to get the idea across based on how much time you have: https://www.youtube.com/watch?v=2rpM017TGAE (26 seconds)
https://www.youtube.com/watch?v=6Oq--A6NTkI (1m 52s)

Here's an in depth article about it: http://www.serkantoto.com/2014/07/26/shiro-neko-project-colopl-3668/

Summary:
-Touch based action RPG you play with one finger, a la just using the stylus in say Phantom Hourglass.
-Up to four people can play in co-op together.
-You create your own character.
-There's a story as voice acted by many famous voice actors.
-You build a town that lets you upgrade your character and help advance the plot along with completing missions.

And finally some screenshots to help explain it a bit better if you use youtube where you are:

It's currently the #5 top grossing app in Japan on both iOS and Android. I've only included the iOS chart below in the name of space saving and since it's the more competitive market.

 
Phone gaming really can be random. I never would've guessed that a game like that would hit 7 million downloads.
I hope is because people are starting to want console/portable-like RPG games instead of grindfests like Brave Frontier which are a bore to play.
I think we are actually seeing a taste evolution in Japanese mobile gaming over time.

Back when smartphone gaming really started taking off, almost everything was a tap-to-win "card battler" inherited from feature phones, where you simply put cards (party members) in your set of five and then tapped the screen to automatically battle enemies. In a lot of these games you couldn't even lose except on bosses where the only way to win was either buying healing potions or grinding your cards to a high power level.

Afterwards we saw a lot of the underlaying mechanics stay on (teams of five, cards that fuse and evolve, etc), but the gameplay mechanics shifted from tapping to puzzle-RPGs, where you would have to play something like a match-three game or a quiz game instead.

Similarly we started having a lot of success with what were essentially casino games, but favor moved over to casino RPGs where you had deeper mechanics in play at the same time.

Now we have a lot of games like Brave Frontier that do have some level of depth to them, but the following wave of mobile social-RPGs seem to take the actual depth further along (either through deeper mechanics in a turn based system or an action RPG) and focus on introducing things like realtime co-op play.

I think this evolution makes sense if you consider that a lot of mobile gamers actually started out as brand new gamers or very light gamers and now have quite a few years of experience, which would explain the shift to progressively deeper games and the falling out of things like card battlers (not that they don't exist, but they're notably less popular now).

Now, that said, these games are still pretty light in terms of what you'd expect compared to your average handheld or console game, but those are platform often targeting people who have been playing for 10+ years or been engrossed in gaming since some of their youngest days.
 
Oct 10, 2006
26,804
0
0
Quiz RPG has now hit 29 million downloads in Japan: http://www.serkantoto.com/2014/08/22/colopls-white-cat-project-3668/

More interestingly, we have a new champion for fastest ever downloaded mobile game (at least to 7 million) in Japan. That would be Colopl's newest game White Cat Project.



What's more notable about this than usual is it actually looks more like a traditional game than normal. It's essentially an NDS-ish action RPG (or mid-2000's Korean f2p action RPG MMO if you prefer).

Here's a few videos to get the idea across based on how much time you have: https://www.youtube.com/watch?v=2rpM017TGAE (26 seconds)
https://www.youtube.com/watch?v=6Oq--A6NTkI (1m 52s)

Here's an in depth article about it: http://www.serkantoto.com/2014/07/26/shiro-neko-project-colopl-3668/

Summary:
-Touch based action RPG you play with one finger, a la just using the stylus in say Phantom Hourglass.
-Up to four people can play in co-op together.
-You create your own character.
-There's a story as voice acted by many famous voice actors.
-You build a town that lets you upgrade your character and help advance the plot along with completing missions.

And finally some screenshots to help explain it a bit better if you use youtube where you are:



It's currently the #5 top grossing app in Japan on both iOS and Android. I've only included the iOS chart below in the name of space saving and since it's the more competitive market.

Art style looks a lot like Kingdom hearts.
 
Oct 10, 2007
4,117
0
0
www.wiitalia.it
I think we are actually seeing a taste evolution in Japanese mobile gaming over time.

Back when smartphone gaming really started taking off, almost everything was a tap-to-win "card battler" inherited from feature phones, where you simply put cards (party members) in your set of five and then tapped the screen to automatically battle enemies. In a lot of these games you couldn't even lose except on bosses where the only way to win was either buying healing potions or grinding your cards to a high power level.

Afterwards we saw a lot of the underlaying mechanics stay on (teams of five, cards that fuse and evolve, etc), but the gameplay mechanics shifted from tapping to puzzle-RPGs, where you would have to play something like a match-three game or a quiz game instead.

Similarly we started having a lot of success with what were essentially casino games, but favor moved over to casino RPGs where you had deeper mechanics in play at the same time.

Now we have a lot of games like Brave Frontier that do have some level of depth to them, but the following wave of mobile social-RPGs seem to take the actual depth further along (either through deeper mechanics in a turn based system or an action RPG) and focus on introducing things like realtime co-op play.

I think this evolution makes sense if you consider that a lot of mobile gamers actually started out as brand new gamers or very light gamers and now have quite a few years of experience, which would explain the shift to progressively deeper games and the falling out of things like card battlers (not that they don't exist, but they're notably less popular now).

Now, that said, these games are still pretty light in terms of what you'd expect compared to your average handheld or console game, but those are platform often targeting people who have been playing for 10+ years or been engrossed in gaming since some of their youngest days.
It is also true that Japanese authorities have been starting regulating mobile and social games since the past couple of years.
 
On the note of depth and the top grossing mobile games in general, here's the current 10 top earners on the Japanese iOS app store. I'll link them to the App Annie overview page in case any of my genres make no sense (like say, for Monster Striker).

1.) Puzzle & Dragons (Puzzle RPG, Gung-Ho [Softbank Subsidiary])
2.) Monster Striker (Pin-Flicking/Pool RPG, Mixi)
3.) Disney Tsum Tsum (Match-3-ish, LINE)
4.) Chain Chronicle (Action Grid RPG Tower Defense Hybrid, Sega)
5.) White Cat Project (NDS-Style Action RPG, Colopl)
6.) Line Rangers (Tug-of-War Unit Spawning Game, LINE) [Think Swords & Soldiers]
7.) Love Live! School Idol Fest (Rhythm, KLab)
8.) JoJo's Bizarre Adventure: Stardust Shooters (Medal Shooting Battle, Bandai Namco)
9.) LINE (Messenger App, not a game)
10.) Clash of Clans (Tower Defense/Unit Assault, Supercell [Softbank Subsidiary])
11.) School Girl Strikers (Card Battling, Square Enix) [Included this due to LINE taking a spot.]

Of the one's that have taken GAF's interest in terms of multi-hundred page OTs, Puzzle & Dragons and Love Live are popular here.

Gundam sure has changed ;) Cool song though hehe =)
Whoops! Fixed. Though at the rate Success is going, maybe that'll be Gundam Breaker 3. >_>

It is also true that Japanese authorities have been starting regulating mobile and social games since the past couple of years.
While true, the main monetization method they cracked down on was a very small subset of what was being used (having to collect six randomly given out items to complete a set to get an item).

Most of the monetization avenues used by the card battlers still exist in almost every social game.
 

Chris1964

Sales-Age Genius
Dec 17, 2008
11,738
0
0
With ALTTP2 and MK8 it looked like me against the world here in GAF. Let's see if my luck continues with YW2.

Speaking for legs, legs of YW1 don't mean much for the legs of YW2. Sequels being much more frontloaded is a rule that very rarely breaks. I still remember some crazy predictions for LTD of MHP3 after the explosive start it had.
 
Oct 10, 2007
4,117
0
0
www.wiitalia.it
With ALTTP2 and MK8 it looked like me against the world here in GAF. Let's see if my luck continues with YW2.

Speaking for legs, legs of YW1 don't mean much for the legs of YW2. Sequels being much more frontloaded is a rule that very rarely breaks. I still remember some crazy predictions for LTD of MHP3 after the explosive start it had.
True.

If the anime keeps airing, though, shouldn't legs be better-than-usual? Of course YW2 won't have the same legs of the original, because it would mean to sell 24m units :)
 
Jan 29, 2013
11,941
0
0
True North Strong and Free
Only Famitsu, not the MediaCreate.
I don't know why but I have the data for this week media create numbers lol

Code:
|System | This Week  | Last Week  | Last Year  |     YTD    |  Last YTD  |     LTD     |
----------------------------------------------------------------------------------------
| 3DS # |     51.794 |     41.045 |     70.997 |  1.361.553 |  2.339.361 |  16.023.473 |
| PSV # |     22.316 |     18.428 |     19.363 |    820.534 |    665.666 |   3.175.891 |
|  WIU  |     18.161 |     13.598 |     12.047 |    364.481 |    421.139 |   1.889.911 |
|  PS4  |      6.913 |      5.470 |            |    665.760 |            |     665.760 |
|  PS3  |      6.260 |      6.486 |     14.331 |    344.341 |    559.295 |  10.054.015 |
| PSP # |        416 |        301 |      7.616 |     96.138 |    340.671 |  20.164.547 |
|  360  |        160 |        151 |        322 |      7.705 |     17.607 |   1.647.021 |
----------------------------------------------------------------------------------------
|  ALL  |    106.020 |     85.479 |    126.448 |  3.660.512 |  4.398.632 |  53.620.618 |
----------------------------------------------------------------------------------------
| PSVTV |      1.491 |      1.344 |            |     57.208 |            |     133.452 |
|  PSV  |     20.825 |     17.084 |     19.363 |    763.326 |    665.666 |   3.042.439 |
| 3DSLL |     42.365 |     33.172 |     47.005 |  1.021.552 |  1.518.452 |   6.447.438 |
|  3DS  |      9.429 |      7.873 |     23.992 |    340.001 |    820.909 |   9.576.035 |
|  PSP  |        416 |        301 |      7.616 |     96.138 |    340.671 |  19.988.560 |
 
Jan 21, 2008
7,602
0
0
Brazil
sites.google.com
From this week's chart: http://dengekionline.com/elem/000/000/912/912181/

New Super Mario Bros. U
- bundled: ~600k
- standalone: ~560k

Wii Party U
- bundled: ~600k
- standalone: ~147k


Quiz RPG has now hit 29 million downloads in Japan: http://www.serkantoto.com/2014/08/22/colopls-white-cat-project-3668/

More interestingly, we have a new champion for fastest ever downloaded mobile game (at least to 7 million) in Japan. That would be Colopl's newest game White Cat Project.


Fueled by TV advertising and other marketing tools, White Cat Project reached:

1 million downloads on July 24
2 million on July 30
3 million on August 3
4 million on August 7
5 million on August 8
6 million on August 14
7 million on August 18
This growth curve makes White Cat Project the fastest-growing smartphone game in Japan so far, at least initially.
Impressive. First time I'm hearing about this game.
 
Wait! If White Cat Project has a story does that mean there is a distinct end? That seems counter-intuitive for a F2P game. Does it have daily dungeons/raids?
Generally social mobile games are continuously updated with new content that includes new plot line.

Think of it like an ongoing tv show where new episodes keep coming out. You can reach the end of all the released episodes, but there will be a new one around the corner.

Beyond that there's usually dungeoning and events for rare loot in the mean time if you play enough to hit a content wall.

This is also why you rarely see sequels to social mobile titles as the base game just gets updated forever.
 

Chris1964

Sales-Age Genius
Dec 17, 2008
11,738
0
0
True.

If the anime keeps airing, though, shouldn't legs be better-than-usual? Of course YW2 won't have the same legs of the original, because it would mean to sell 24m units :)
When I talk for legs I don't mean them as percentage of first week sales. 6 months after launch It won't sell what the first sold 6 months after launch.
 
Aug 3, 2009
19,285
0
0
Moga Village
Quick update!

Best selling games on Amazon in 2014: http://www.amazon.co.jp/gp/bestsellers/2014/videogames/

Games charting based on pre-orders alone:

#01 - Super Smash Bros for 3DS (3DS) (+2)
#03 - Monster Hunter 4 Ultimate (3DS) (+9)
#56 - Persona 4 Arena Ultimax (PS3) (+30)
#77 - Destiny (PS4) (New)
#85 - Psycho Break (PS4) (New)
#93 - Kingdom Hearts HD 2.5 (PS3) (New)
#94 - Dangan Ronpa Another Episode (PSV) (New)
 
Jul 29, 2010
4,260
80
655
We've known this months ago.
I guess we didn't know the name right? Btw, was Sega's Yakuza experiment in Japan to see whether they would have made this (and maybe Isshin) cross-platform to Wii U as well? Kind of curious.

A Japanese website has just posted an interview to Hino, Level-5's president, about his choice to develop YW on 3DS instead of smartphones: http://toyokeizai.net/articles/-/45796

There's also a nice graph depicting cumulative sales of the two games in the series (of course, the orange line is YW2):


What was Hino's reasoning then?
 
What was Hino's reasoning then?
Its a three page interview where he talks about Yokai Watch, transmedia, and smartphones a lot, so if anyone could do even a short summary that would be wonderful.

Google Translate gave a certain impression of what the answers were, but given it's really not great with Japanese I don't want to give any info with that in case I got the opposite impression of what he actually said.