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Media Create Sales: Week 42, 2015 (Oct 12 - Oct 18)

Dengeki Sales: Week 42, 2015 (Oct 12 - Oct 18)

01./00. [3DS] 7th Dragon III Code: VFD  (Sega) {2015.10.15} - 65.765 / NEW <80%>
02./00. [PSV] Geki Jigen Tag: Blanc + Hyperdimension Neptunia Vs. Zombie Gundan (Compile Heart) {2015.10.15} - 25.960 / NEW <70%>
03./01. [WIU] Super Mario Maker (Nintendo) {2015.09.10} - 22.461 / 330.299 (-12%)
04./09. [3DS] Yo-Kai Watch Busters: White Dog Squad (Level 5) {2015.07.11} - 13.421 / 996.298 (-6%)
05./13. [WIU] Splatoon (Nintendo) {2015.05.28} - 13.394 / 728.989 (+17%)
06./11. [3DS] Animal Crossing: Happy Home Designer (Nintendo) {2015.07.30} - 13.195 / 1.112.186 (+3%)
07./05. [PS3] Winning Eleven 2016 (Konami) {2015.10.01} - 10.544 / 86.271 (-46%)
08./15. [3DS]  Yo-Kai Watch Busters: Red Cat Team  (Level 5) {2015.07.11} - 9.995 / 649.024 (+0%)
09./12. [3DS] Pokemon Super Mystery Dungeon (Nintendo) {2015.09.17} - 9.442 / 243.057 (-20%)
10./17. [PSV] Minecraft: PlayStation Vita Edition (Sony Computer Entertainment) {2015.03.19} - 9.167 / 378.886 (+19%)
11./10. [PS4] Winning Eleven 2016 (Konami) {2015.10.01} - 8.018 / 60.928 (-40%)
12./07. [PSV] Tokyo Xanadu (Japan Falcom) {2015.09.30} - 7.983 / 124.493 (-46%)
13./06. [3DS] Chibi-Robo! Zip Lash (Nintendo) {2015.10.08} - 7.879 / 22.639 (-47%)
14./08. [3DS] Picross 3D 2 (Nintendo) {2015.10.01} - 7.437 / 51.987 (-49%)
15./03. [PS4] Uncharted: The Nathan Drake Collection (Sony Computer Entertainment) {2015.10.08} - 6.469 / 29.525 (-72%)
16./16. [PS4] Metal Gear Solid V: The Phantom Pain (Konami) {2015.09.02} - 6.171 / 413.918 (-35%)
17./18. [3DS] Dragon Quest VIII: Journey of the Cursed King (Square Enix) {2015.08.27} - 4.989 / 832.071 (-26%)
18./04. [PS4] FIFA 16 (Electronic Arts) {2015.10.08} - 4.794 / 26.583 (-78%)
19./19. [PS3] Metal Gear Solid V: The Phantom Pain (Konami) {2015.09.02} - 4.356 / 187.723 (-27%)
20./02. [3DS] Famista Returns (Namco Bandai Entertainment) {2015.10.08} - 4.089 / 28.456 (-83%)
21./21. [3DS] Monster Hunter Diary: Poka Poka Airou Village DX (Capcom) {2015.09.10} - 3.889 / 92.201 (-24%)
22./23. [3DS] Rhythm Heaven: The Best+ (Nintendo) {2015.06.11} - 3.661 / 504.414 (-1%)
23./20. [PSV] Yoru no Nai Kuni (Koei Tecmo Games) {2015.10.01} - 3.613 / 41.496 (-38%)
24./25. [PS4] Grand Theft Auto V [New Price Edition]  (Rockstar Games) {2015.10.08} - 3.128 / 6.495 (-7%)
25./14. [PS3] FIFA 16 (Electronic Arts) {2015.10.08} - 3.050 / 13.935 (-72%)
26./36. [PSV] Utawareru Mono: Itsuwari no Kamen  (Aqua Plus) {2015.09.24} - 2.856 / 33.219 (+45%)
27./22. [PS4] Yoru no Nai Kuni (Koei Tecmo Games) {2015.10.01} - 2.847 / 41.263 (-33%)
28./34. [WIU] Mario Kart 8 (Nintendo) {2014.05.29} - 2.519 / 1.102.944 (+16%)
29./32. [PSV] World Trigger: Borderless Mission (Namco Bandai Entertainment) {2015.09.17} - 2.111 / 38.187 (-6%)
30./35. [3DS] Animal Crossing: New Leaf (Nintendo) {2012.11.08} - 2.035 / 3.918.368 (-6%)
31./24. [PS4] Mad Max (Warner Entertainment Japan / Warner Home Video) {2015.10.01} - 1.794 / 19.044 (-51%)
32./29. [PSV] Genkai Tokki: Moero Crystal (Compile Heart) {2015.09.25} - 1.663 / 31.230 (-31%)
33./41. [3DS] Mario Kart 7 (Nintendo) {2011.12.01} - 1.653 / 2.435.973 (+21%)
34./27. [PS3] Yoru no Nai Kuni (Koei Tecmo Games) {2015.10.01} - 1.638 / 17.000 (-41%)
35./39. [3DS] Super Smash Bros. for Nintendo 3DS (Nintendo) {2014.09.13} - 1.606 / 2.290.081 (+11%)
36./33. [PSV] Resident Evil: Revelations 2 (Capcom) {2015.09.17} - 1.578 / 29.848 (-29%)
37./37. [PS4] Utawareru Mono: Itsuwari no Kamen  (Aqua Plus) {2015.09.24} - 1.469 / 24.964 (-17%)
38./31. [PSV] Tokyo Ghoul: Jail  (Namco Bandai Entertainment) {2015.10.01} - 1.350 / 12.719 (-41%)
39./43. [3DS] Monster Hunter 4G [Best Price!] (Capcom) {2015.07.30} - 1.339 / 28.350 (+8%)
40./49. [WIU] Super Smash Bros. for Wii U (Nintendo) {2014.12.06} - 1.328 / 691.886 (+21%)
41./45. [PS3] Grand Theft Auto V [New Price Edition]  (Rockstar Games) {2015.10.08} - 1.300 / 2.494 (+9%)
42./51. [3DS] New Super Mario Bros. 2 (Nintendo) {2012.07.28} - 1.256 / 2.269.003
43./48. [3DS] Super Run For Money Tousouchuu Atsumare! Saikyou no Tousou Monotachi (Namco Bandai Entertainment) {2015.07.09} - 1.233 / 51.362 (+9%)
44./50. [3DS] Style Savvy 3: Kira Kira Code (Nintendo) {2015.04.16} - 1.183 / 203.309 (+9%)
45./42. [3DS] Famicom Remix Best Choice (Nintendo) {2015.08.27} - 1.167 / 30.613 (-9%)
46./28. [PS3] Arslan: The Warriors of Legend (Koei Tecmo Games) {2015.10.01} - 1.150 / 15.238 (-57%)
47./53. [3DS] Pokemon Alpha Sapphire (Pokémon) {2014.11.21} - 1.122 / 1.529.630
48./38. [PS3] Sengoku Musou 4 Empires (Koei Tecmo Games) {2015.09.17} - 1.117 / 26.907 (-23%)
49./57. [PS3] Utawareru Mono: Itsuwari no Kamen  (Aqua Plus) {2015.09.24} - 1.106 / 15.206
50./40. [PSV] Sengoku Musou 4 Empires (Koei Tecmo Games) {2015.09.17} - 1.067 / 25.895 (-22%)

TOP50

3DS 20
Vita 10
PS3 8
PS4 8
Wii U 4

SOFTWARE

Code:
-------------------------------------------------------
| Model | This Week | Week (%) |  FY 2015   | FY (%)  |
-------------------------------------------------------
| 3DS   | 84.169    | 46.30%   | 8.416.102  | 51.20%  |
| Vita  | 76.493    | 18.90%   | 2.352.275  | 14.30%  |
| PS4   | 52.011    | 12.90%   | 2.052.417  | 12.50%  |
| Wii U | 46.066    | 11.40%   | 1.880.865  | 11.40%  |
| PS3   | 38.887    | 9.60%    | 1.604.315  | 9.80%   |
| PSP   | 2.219     | 0.50%    | 103.155    | 0.60%   |
| XB1   | 1.201     | 0.30%    | 36.832     | 0.20%   |
-------------------------------------------------------
| Total | 404.173   | 100.00%  | 16.445.961 | 100.00% |
-------------------------------------------------------

HARDWARE


Code:
------------------------------------------------------
| Model | This Week | Week (%) |  FY 2015  | FY (%)  |
------------------------------------------------------
| PS4   | 26.325    | 33.30%   | 549.559   | 25.00%  |
| 3DS   | 25.213    | 31.90%   | 810.056   | 36.90%  |
| Vita  | 13.863    | 17.50%   | 393.258   | 17.90%  |
| Wii U | 11.943    | 15.10%   | 360.031   | 16.40%  |
| PS3   | 1.534     | 1.90%    | 78.795    | 3.60%   |
| XB1   | 185       | 0.20%    | 6.324     | 0.30%   |
------------------------------------------------------
| Total | 79.063    | 100.00%  | 2.198.023 | 100.00% |
------------------------------------------------------

*FY 2015 refers to the period from March 30, 2015 through March 31, 2016

Dengeki Sales: Week 41, 2015 (Oct 05 - Oct 11)

Dengeki Sales Archive
2009 | 2010 | 2011 | 2012 | 2013 | 2014
 

Ōkami

Member
So L~A posted about some keynote that the president of Kadokawa Shoten, Hirokazu Hamamura, a few days ago, that's part of a bigger event called, AMD Symposium I believe? No relation to the company AMD.

Famitsu just posted the rundown of other keynotes.

More from Hamamura talking about peer to peer games (like DOTA or Counter Strike), e-sports and games as services. (Also Rocket League sales numbers)

http://www.famitsu.com/news/201510/23091496.html

From Yoichi Wada from Square Enix talking about cloud games.

http://www.famitsu.com/news/201510/23091492.html

Shu Yoshida from SCE about PlayStation VR.

http://www.famitsu.com/news/201510/23091480.html
 

Vena

Member
It's a dead product line and they're very concerned with getting the PS4 up and running in Japan (which is the only place they'd consider making Vita games) so I'm not very surprised.

Sega didn't have any other systems they were going to be releasing games on, so in development projects still released.

I wonder if this won't potentially shunt consumer confidence of the very people they are trying to court with the games that would have been otherwise Vita games.

Would people like me to translate a snapshot of the Top 100? It's kind of time consuming, and obviously it's of the time period it happened, so I'm only going to do this if there's some interest.

I'd love to read it but don't kill yourself over just a handful of us for a translation.

It seems that in Media Create PS4 has already passed WiiU launch aligned (not that it's great feat lol)

We talked about this a while back, actually.
 

Nirolak

Mrgrgr
I wonder if this won't potentially shunt consumer confidence of the very people they are trying to court with the games that would have been otherwise Vita games.
While it could, I'd think the bigger problem would just be that there's no handheld for them to go to next.

Sony's first party games are largely irrelevant in the market so I'm not sure how many people would notice their disappearance among the notably more relevant third party support.
 

Spiegel

Member
So a whole ton of publishers have launched major mobile games recently.

Would people like me to translate a snapshot of the Top 100? It's kind of time consuming, and obviously it's of the time period it happened, so I'm only going to do this if there's some interest.



It's a dead product line and they're very concerned with getting the PS4 up and running in Japan (which is the only place they'd consider making Vita games) so I'm not very surprised.

Sega didn't have any other systems they were going to be releasing games on, so in development projects still released.

It's not surprising because we have seen the writing on the wall for a long time with their actions and statements. But for a company like Sony to completely abandon development on a videogame system 2 years in, even if they are leaving the handheld market, is terrible.

They could still make Freedom Wars G/Soul Sacrifice or something. Multiplatform release, of course.
I don't know, throw a small bone to these users still buying the console in the last 2 years. For some reason third parties can do it.

A multiplatform release of one of their MH clones, or even a smaller game is not going to make or break the PS4 in Japan and they would save face a little.
 

Alo0oy

Banned
It's not surprising because we have seen the writing on the wall for a long time with their actions and statements. But for a company like Sony to completely abandon development on a videogame system 2 years in, even if they are leaving the handheld market, is terrible.

They could still make Freedom Wars G/Soul Sacrifice or something. Multiplatform release, of course.
I don't know, throw a small bone to these users still buying the console in the last 2 years. For some reason third parties can do it.

A multiplatform release of one of their MH clones, or even a smaller game is not going to make or break the PS4 in Japan and they would save face a little.

Japan is a different market.

I think in one of the TGS Nico streams, Shu was asked about the reaction regarding Gravity Rush 2, & he said something along the lines of "Overseas Vita fans were angry & sending angry tweets on twitter, but reaction in Japan has been positive".

The Japanese market & Western market are not the same, while Vita fans in the west keep sending angry tweets to the developers for every PS4 announcement, people in Japan probably react positively.

Keep in mind that I didn't watch that specific Nico Nico Stream (I don't know Japanese), One of the posters in the GR2 thread saw it & reported that iirc..
 

Oregano

Member
It's kind of amazing that Sony's complete lack of confidence in their platform hasn't put third parties off at all.
 

Nirolak

Mrgrgr
I'd love to read it but don't kill yourself over just a handful of us for a translation.

October 23rd:

Note: Some of the sports games names are not exact, but I called them this to make it more clear what they were. Some of the others are not exact as I can't speak Japanese and it wasn't fully translated anywhere on App Annie.
Note 2: Keep in mind the charts can change quickly with events, so a lot of these titles slide up and down the top 100. The idea here though is more the overall make-up of what's having success.
Note 3: If you have questions about the overall performance of any specific app, or other questions, feel free to ask and I'll do my best to research an answer.

1. Monster Strike (Mixi)
2. Puzzle & Dragons (Gung-Ho)
3. White Cat Project (COLOPL)
4. Fate/Grand Order (Sony/Aniplex)
5. Dragon Quest Monsters: Super Light (Square Enix)
6. Powa Pro Baseball (Konami)
7. IDOLM@STER: Cinderella Girls (Bandai Namco)
8. Dragon Quest of the Stars (Square Enix)
9. Disney Tsum-Tsum (LINE)
10. LINE (LINE, chat app)

11. Final Fantasy: Brave Exvius (Square Enix)
12. Hortensia Saga (Sega)
13. Game of War - Fire Age (Machine Zone)
14. LINE PokoPoko (LINE)
15. Tales of Asteria (Bandai Namco)
16. Baseball Pride (COLOPL)
17. Sengoku Enbu KIZNA (Sumzap)
18. Clash of Clans (Supercell)
19. Brave Frontier (Alim)
20. Final Fantasy: Record Keeper (DeNA - Licensed from Square Enix)

21. Quiz RPG (COLOPL)
22. Gang Road Joker (Applibot)
23. Love Live (KLab)
24. Final Fantasy Grandmasters (Square Enix)
25. LINE Manga (LINE, manga app)
26. Elemental Story (CROOZ)
27. Puyo Puyou Quest (Sega)
28. Kai-ri-Sei Million Arthur (Square Enix)
29. LINE Bubble 2 (LINE)

30. Pkecolo (Cocone)
31. LINE Pop 2 (LINE)
32. Summoners War (Com2uS)
33. Phantom of the Kill (gumi)
34. Ensemble Stars (Happy Elements)
35. Super Gundam Royale (Bandai Namco)
36. Realistic Baseball (Konami)
37. Monster Hunter Explore (Capcom)
38. Dragon Poker (Asobism)
39. Clash of Kings (ELEX)

40. JoJo's Bizarre Adventure (Bandai Namco)
41. Granblue Fantasy (Cygames)
42. Yume 100 Prince (GCREST)
43. Summons Board (Gung-Ho)
44. LINE Play (LINE)
45. Boku & Dragons (studioking)
46. Drift Spirits (Bandai Namco)
47. Dragon Ball Z Dokkan Battle (Bandai Namco)
48. AO no Sangoukushi (COLOPL)
49. Pairs (eureka, dating app)
50. School Girl Strikers (Square Enix)

51. Logres of Sowrds and Sorcery (Marvelous, note this is normally much closer to top 10)
52. Kingdom (DeNA)
53. Ikemen Sengoku (Cybrid)
54. RPG Avabel Online (Asobimo)
55. World Soccer Collection S/Pro Evo Mobile (Konami)
56. Gundam Conquest (Bandai Namco)
57. Chain Chronicle (Sega)
58. Gundam Area Wars (Bandai Namco)
59. Sangukushi Rumble (Square Enix)
60. Paradise Bay (King.com)

61. Disney Magic Castle Island Dream (Marvelous)
62. Everything in its right place (Wright Flyer Studios/GREE)
63. Koshien Pocket (Kayac)
64. Divine Gate (Gung-Ho)
65. One Piece (Bandai Namco)
66. LINE Rangers (LINE)
67. Tanshanotora (Donuts)
68. Candy Crush Soda Saga (King.com)
69. SD Gundam G Generation Frontier (Bandai Namco)
70. Celestial Craft Fleet (KLab)

71. Unison League (Ateam)
72. Castle & Dragon (Asobism)
73. Mobius Final Fantasy (Square Enix)
74. Happy Mail (Japanese dating app)
75. YYC (Japanese dating app)
76. FIFA (EA)
77. The Samurai Kingdom (Pokelabo)
78. Derby Impact (Ateam)
79. Sword Art Online (Bandai Namco)
80. Cookpad (Cookpad, cooking app)

81. Baseball Dream Nine (Konami)
82. Lost Crusade (D2C)
83. Valkyries of Three Kingdoms (DMM.com)
84. Dragon Quest X Companion App (Square Enix)
85. World Trigger Smash Boards (Bandai Namco)
86. Candy Crush Saga (King.com)
87. LINE Wooparoo Land (LINE)
88. Battle Girl High School (COLOPL)
89. Raven (Netmarble)
90. Super Robot Wars X Omega (Bandai Namco)

91. NBA Dream Team (D2C)
92. Cryptract (Bank of Innovation)
93. Hay Day (Supercell)
94. LINE Puzzle TanTan (LINE)
95. Tales of Link (Bandai Namco)
96. LINE Fortune Telling (LINE, fortune telling app)
97. Tokyo 7th Sisters (Donuts)
98. Merck Storia (Happy Elements)
99. Sangokushi Royale (DeNA)
100. Hunter X Hunter (Bandai Namco)

Select Publisher Counts:

Bandai Namco: 15
Square Enix: 9
LINE: 8 (but only 6 are games)
COLOPL: 5
Konami: 4
Sega: 3
Gung-Ho: 3
DeNA: 3
King.com: 3
Marvelous: 2
KLab: 2
Supercell: 2
Ateam: 2
Happy Elements: 2
D2C: 2
Asobism: 1
Sony: 1
Capcom: 1
Level 5: 0
Koei Tecmo: 0

Select Brand Counts:

Gundam: 4
Final Fantasy: 4
Dragon Quest: 3 (though one is a companion app)
Tales of: 2
 
kek, that sting at Koei-Tecmo and Level 5

thanks for that, very interesting to see what's doing well especially for stuff at the bottom of the chart since you generally don't hear about how well stuff at the bottom of the top 100 perform
 

Vena

Member
Thanks Niro, I'll read it over during my conference later today... they are very boring.

Oh. Must have missed it somehow.

It was either last week or the one before, but we had the discussion.

It's kind of amazing that Sony's complete lack of confidence in their platform hasn't put third parties off at all.

I'd be more looking at the consumer losing confidence in their product. I don't understand, as Spiegel said, why they couldn't just put out some multiplatform releases or even just games as padding. If I bought a system (especially on the lofty promises that Sony threw around with the Vita at launch) and found it abandoned by the people selling it to me within two years, I'd be wary of further purchases from said provider irregardless of what other companies are bringing to the table because they (unlike the owner of the system) can disappear at the drop of a hat. For reference on this phenomenon see: WiiU.

Of course, I would imagine that Sony is greasing plenty of wheels both in the Vita titles and also pushing as many of them as possible to include the PS4 even when results are to the level of Toukiden Kiwami.
 

Nirolak

Mrgrgr
kek, that sting at Koei-Tecmo and Level 5

thanks for that, very interesting to see what's doing well especially for stuff at the bottom of the chart since you generally don't hear about how well stuff at the bottom of the top 100 perform

It's also the section of the chart that tends to change to most since it's not uncommon for a 200th placed game to get up there during an event.

To me the biggest change though is the continuing rise of traditional publishers in mobile in terms of both volume and positioning. Their share would have been much lower if we turned back the clock a couple of years (or honestly a single year...).
 

crinale

Member
It's kind of amazing that Sony's complete lack of confidence in their platform hasn't put third parties off at all.
I think third parties are just continuing to cater various audience with various platforms.

Edit: In other words third parties won't care much about first party not releasing software to the platform.
Or to put it more bluntly third parties would rather avoid platform(s) with customer already satisfied with first patry games, and IIRC Sony also mentioned it loooooong time ago (like 2 gens ago) but I may be wrong
 

Nirolak

Mrgrgr
It's kind of amazing that Sony's complete lack of confidence in their platform hasn't put third parties off at all.
I'm not sure third parties have ever really cared about Sony's output on their own consoles.

They weren't leading on PS1, PS2, or PS3 for the most part, and the vast majority of their games weren't defining the trends tons of other developers were following.

We can usually pull out one really large franchise per generation or so. There were Gran Turismo and Crash Bandicoot on PS1, but Mario 64 was the vastly larger 3D platformer inspiration that generation. Racing was certainly very popular in that era though.

With PS2 Gran Turismo continued strong with God of War coming in late in the generation. We did see quite a few games picking up God of War 2's combat basics to drive their cinematic third person adventure games before the Batman formula took over. Before someone asks, I wouldn't consider ICO or SotC influential to major publishers as opposed to indie development.

With the PS3, Uncharted eventually took off notably (and TLOU did very well in the same mold). It certainly had impact in terms of defining modern cinematic game standards, but it was also part of a collective effort from around 5-10 different franchises since 2004.

In general I don't feel publishers look to Sony for sales or creative leadership on a platform, which lets the Vita still generate support well past Sony having given up on the platform. Financial incentives, hardware choice, and developer relationships appear to be the general expectations out of them as a company.
 

crinale

Member
It's also the section of the chart that tends to change to most since it's not uncommon for a 200th placed game to get up there during an event.

To me the biggest change though is the continuing rise of traditional publishers in mobile in terms of both volume and positioning. Their share would have been much lower if we turned back the clock a couple of years (or honestly a single year...).

I think Bandai Namco is ultimately become the conglomerate king of digital (well not necessary digital only) entertainment industry in Japan once again. I once expected the trend may change by emergence of mobile games, but it was a lot quicker that Bamco brute forced to take the crown again.
 

Vena

Member
Or to put it more bluntly third parties would rather avoid platform(s) with customer already satisfied with first patry games, and IIRC Sony also mentioned it loooooong time ago (like 2 gens ago) but I may be wrong

Thats pretty short-sighted or just a veiled bullshit excuse if real. The Wii moved nearly a billion units of software and only a third of that was Nintendo. And then theres the DS.
 

crinale

Member
Thats pretty short-sighted or just a veiled bullshit excuse if real. The Wii moved nearly a billion units of software and only a third of that was Nintendo. And then theres the DS.

A third of total software units is done by a single software vendor and everyone had to share the rest.. I honestly didn't know even with Wii install base potion occupied by Nintendo was that large.
 

Vena

Member
A third of total software units is done by a single software vendor and everyone had to share the rest.. I honestly didn't know even with Wii install base potion occupied by Nintendo was that large.

600 million units of software is an awful large "the rest" to share. You nake it sound like they had to share 10% of a pie.
 

Oregano

Member
crinale: If that's really the logic (Japanese) third parties are working with it's no wonder the Dedicated Gaming segment is in the toilet!

Vena & Nirolak: True, good points. It just reminded me of an interview with the Toukiden producer where he said they were losing confidence in the Vita until Sony announced Soul Sacrifice.

I might be wrong/misremembering but I can't really check(on mobile).
 

crinale

Member
600 million units of software is an awful large "the rest" to share. You nake it sound like they had to share 10% of a pie.

If you think third party outputs on Wii is satisfactory then whatever.

Edit: more precisely, do you really think third parties saw Wii as the platform worth to put some effort? Because by looking their output I don't..
 

sörine

Banned
A third of total software units is done by a single software vendor and everyone had to share the rest.. I honestly didn't know even with Wii install base potion occupied by Nintendo was that large.
It was very roughly 300m Nintendo to 600m 3rd party. Also a good 80-90m of that Nintendo software was bundled with the hardware.
 

Darius

Banned
crinale: If that's really the logic (Japanese) third parties are working with it's no wonder the Dedicated Gaming segment is in the toilet!

Vena & Nirolak: True, good points. It just reminded me of an interview with the Toukiden producer where he said they were losing confidence in the Vita until Sony announced Soul Sacrifice.

I might be wrong/misremembering but I can't really check(on mobile).

They said something in the line of MH missing PSV made Toukiden possible...
 

Powwa

Member
What I don't understand is the reason they keep telling everyone that there won't be any first party releases. Yes they've been saying this more than a year now, we know it already.

Are they desperately trying to shift the audience from Vita to PS4?
 

Vena

Member
Are they desperately trying to shift the audience from Vita to PS4?

Yes.

If you think third party outputs on Wii is satisfactory then whatever.

Edit: more precisely, do you really think third parties saw Wii as the platform worth to put some effort? Because by looking their output I don't..

That's beside the point. A strong first party does not preclude a successful third party environment ala the original ~potential~ quote from Sony to which I called absolute bullshit.

Also I wouldn't say the Wii was all garbage, in fact it had a lot of really solid games on it that weren't from Nintendo. Same for the DS. Yes there was a lot of shovelware but that volume of software potential is undeniable.
 

crinale

Member
That's beside the point. A strong first party does not preclude a successful third party environment ala the original ~potential~ quote from Sony to which I called absolute bullshit.
Well we disagree then. Anyway third parties won't make decisions based on Internet forum conversation so I'll stop & see how things turn out from here.

And third party games for Wii were, well, I still have rather mixed image towards how Japanese third parties treated the thing. They gave fantastic support to DS I agree (DS Lite was such a phenomenal device in Japan & rest of the world), but not so sure about the Wii.
 

Nosgotham

Junior Member
If you think third party outputs on Wii is satisfactory then whatever.

Edit: more precisely, do you really think third parties saw Wii as the platform worth to put some effort? Because by looking their output I don't..
i think third party output on wii is satisfactory, especially in the exclusives department. sure it lacked big AAA yearly titles but it got a great amount of quality third party exclusives and its one of the reasons i love the system
 
October 23rd:



1. Monster Strike (Mixi) 2013
2. Puzzle & Dragons (Gung-Ho) 2012
3. White Cat Project (COLOPL) 2014
4. Fate/Grand Order (Sony/Aniplex) 2015
5. Dragon Quest Monsters: Super Light (Square Enix) 2013
6. Powa Pro Baseball (Konami) 2015
7. IDOLM@STER: Cinderella Girls (Bandai Namco)v 2015
8. Dragon Quest of the Stars (Square Enix) 2015
9. Disney Tsum-Tsum (LINE) 2014
10. LINE (LINE, chat app) 2011

11. Final Fantasy: Brave Exvius (Square Enix) 2015
12. Hortensia Saga (Sega) 2015
13. Game of War - Fire Age (Machine Zone) 2013
14. LINE PokoPoko (LINE) 2014
15. Tales of Asteria (Bandai Namco) 2014
16. Baseball Pride (COLOPL) 2012
17. Sengoku Enbu KIZNA (Sumzap) 2013
18. Clash of Clans (Supercell) 2012
19. Brave Frontier (Alim) 2013
20. Final Fantasy: Record Keeper (DeNA - Licensed from Square Enix) 2014

21. Quiz RPG (COLOPL) 2013
22. Gang Road Joker (Applibot) 2013
23. Love Live (KLab) 2013
24. Final Fantasy Grandmasters (Square Enix) 2015
25. LINE Manga (LINE, manga app) 2013
26. Elemental Story (CROOZ) 2015
27. Puyo Puyou Quest (Sega) 2013
28. Kai-ri-Sei Million Arthur (Square Enix) 2014
29. LINE Bubble 2 (LINE) 2015

30. Pkecolo (Cocone) 2011
31. LINE Pop 2 (LINE) 2014
32. Summoners War (Com2uS) 2014
33. Phantom of the Kill (gumi) 2014
34. Ensemble Stars (Happy Elements) 2015
35. Super Gundam Royale (Bandai Namco) 2015
36. Realistic Baseball (Konami) 2015
37. Monster Hunter Explore (Capcom) 2015
38. Dragon Poker (Asobism) 2013
39. Clash of Kings (ELEX) 2014

40. JoJo's Bizarre Adventure (Bandai Namco) 2013
41. Granblue Fantasy (Cygames) 2014
42. Yume 100 Prince (GCREST) 2015
43. Summons Board (Gung-Ho) 2013
44. LINE Play (LINE 2012)
45. Boku & Dragons (studioking) 2015
46. Drift Spirits (Bandai Namco) 2013
47. Dragon Ball Z Dokkan Battle (Bandai Namco) 2015
48. AO no Sangoukushi (COLOPL) 2014
49. Pairs (eureka, dating app) 2013
50. School Girl Strikers (Square Enix) 2014

51. Logres of Sowrds and Sorcery (Marvelous, note this is normally much closer to top 10) 2013
52. Kingdom (DeNA) 2015
53. Ikemen Sengoku (Cybrid) 2015
54. RPG Avabel Online (Asobimo) 2013
55. World Soccer Collection S/Pro Evo Mobile (Konami) 2013
56. Gundam Conquest (Bandai Namco) 2013
57. Chain Chronicle (Sega) 2013
58. Gundam Area Wars (Bandai Namco) 2011
59. Sangukushi Rumble (Square Enix) 2013
60. Paradise Bay (King.com) 2014

61. Disney Magic Castle Island Dream (Marvelous) 2014
62. Everything in its right place (Wright Flyer Studios/GREE) 2014
63. Koshien Pocket (Kayac) 2014
64. Divine Gate (Gung-Ho) 2013
65. One Piece (Bandai Namco) 2014
66. LINE Rangers (LINE) 2014
67. Tanshanotora (Donuts) 2012
68. Candy Crush Soda Saga (King.com) 2014
69. SD Gundam G Generation Frontier (Bandai Namco) 2013
70. Celestial Craft Fleet (KLab) 2013

71. Unison League (Ateam) 2014
72. Castle & Dragon (Asobism) 2015
73. Mobius Final Fantasy (Square Enix) 2015
74. Happy Mail (Japanese dating app) 2012
75. YYC (Japanese dating app) 2012
76. FIFA (EA) 2014
77. The Samurai Kingdom (Pokelabo) 2013
78. Derby Impact (Ateam) 2013
79. Sword Art Online (Bandai Namco) 2014
80. Cookpad (Cookpad, cooking app) 2010

81. Baseball Dream Nine (Konami) 2013
82. Lost Crusade (D2C) 2013
83. Valkyries of Three Kingdoms (DMM.com) 2013
84. Dragon Quest X Companion App (Square Enix) 2013
85. World Trigger Smash Boards (Bandai Namco) 2015
86. Candy Crush Saga (King.com) 2012
87. LINE Wooparoo Land (LINE) 2014
88. Battle Girl High School (COLOPL) 2015
89. Raven (Netmarble)v2015
90. Super Robot Wars X Omega (Bandai Namco) 2015

91. NBA Dream Team (D2C) 2012
92. Cryptract (Bank of Innovation) 2012
93. Hay Day (Supercell) 2012
94. LINE Puzzle TanTan (LINE) 2014
95. Tales of Link (Bandai Namco) 2014
96. LINE Fortune Telling (LINE, fortune telling app) 2013
97. Tokyo 7th Sisters (Donuts) 2013
98. Merck Storia (Happy Elements) 2013
99. Sangokushi Royale (DeNA) 2013
100. Hunter X Hunter (Bandai Namco) 2014

Out of curiosity I went and looked up release date for each app, breakdown:

pre-2012: 4
2012: 11
2013: 34
2014: 27
2015: 24
 

Nirolak

Mrgrgr
I feel there's a bit of a misunderstanding of what third party publishers meant when they said it was hard to compete on the Wii.

It usually boils down to two factors:

1.) They didn't know how to make the kind of casual games that appealed to the Wii's expanded audience.

2.) Nintendo's games were generally one a generation type affairs, and the expanded customer base that was buying them wasn't interested in buying similar games at the quality level third parties were able to make.

3.) When they did have success, most of the successes were not able to sequelize.

That said, there were a few exceptions to this, and those third parties were satisfied. Just Dance repeatedly succeeded very well, as did Guitar Hero. Epic Mickey had good sales, even with the sequel, but its costs were just crazy out of control.

However, several other successes fell into the pattern of item 3. The first EA Sports Active and early Zumba Fitness games did notably well, but the follow-ups didn't sell all that great since their audience was fine with simply having one or maybe two entries at most.

Publishers need to either be able to sequelize effectively and frequently or to have ongoing services where players constantly pay in more money, like f2p games. The Wii wasn't conducive to either of these, so it was ultimately a non-starter for most third parties.

If they could have a constant success rate (say 80%+) with every original idea they tried, that would also work, but the success rate of third parties was no where near that given their massive clash with the demographic of the platform.

I don't think publishers are actually concerned about competing with first party games when they're able to actually generate sales. Many publishers made games similar to Gears of War, and many took notable inspirations from Uncharted. When we look at titles like Tomb Raider, they were actually incredibly successful, with that game in particular selling over 8.5 million copies. Activision and EA were fine charging head first into Halo in the multiplayer shooter space as well. There are tons of simulation racers despite Gran Turismo and Forza. The difference is that people who buy games like Uncharted, Halo, and Gran Turismo buy lots and lots of games, including similar games to those they like, so it's not a problem.

What I don't understand is the reason they keep telling everyone that there won't be any first party releases. Yes they've been saying this more than a year now, we know it already.

Are they desperately trying to shift the audience from Vita to PS4?

It comes from interviews where they get asked.

Out of curiosity I went and looked up release date for each app, breakdown:

pre-2012: 4
2012: 11
2013: 34
2014: 27
2015: 24
That must have taken a while. Thanks!

This seems to fit very well with the sense that the whole mobile market reset in 2012 and continued from there. We see a healthy introduction of new titles along with a lot of longer term successes.

By comparison the Western mobile market seems to be more stagnant, though that might be a lot less true outside the top 20 than inside it.
 

crinale

Member
During this Winter Kantai Collection joins the mobile front (shares data with PC browser version).
I feel there's a bit of a misunderstanding of what third party publishers meant when they said it was hard to compete on the Wii.

It usually boils down to two factors:

1.) They didn't know how to make the kind of casual games that appealed to the Wii's expanded audience.

2.) Nintendo's games were generally one a generation type affairs, and the expanded customer base that was buying them wasn't interested in buying similar games at the quality level third parties were able to make.

3.) When they did have success, most of the successes were not able to sequelize.

That said, there were a few exceptions to this, and those third parties were satisfied. Just Dance repeatedly succeeded very well, as did Guitar Hero. Epic Mickey had good sales, even with the sequel, but its costs were just crazy out of control.

However, several other successes fell into the pattern of item 3. The first EA Sports Active and early Zumba Fitness games did notably well, but the follow-ups didn't sell all that great since their audience was fine with simply having one or maybe two entries at most.

Publishers need to either be able to sequelize effectively and frequently or to have ongoing services where players constantly pay in more money, like f2p games. The Wii wasn't conducive to either of these, so it was ultimately a non-starter for most third parties.

If they could have a constant success rate (say 80%+) with every original idea they tried, that would also work, but the success rate of third parties was no where near that given their massive clash with the demographic of the platform.

I don't think publishers are actually concerned about competing with first party games when they're able to actually generate sales. Many publishers made games similar to Gears of War, and many took notable inspirations from Uncharted. When we look at titles like Tomb Raider, they were actually incredibly successful, with that game in particular selling over 8.5 million copies. Activision and EA were fine charging head first into Halo in the multiplayer shooter space as well. There are tons of simulation racers despite Gran Turismo and Forza. The difference is that people who buy games like Uncharted, Halo, and Gran Turismo buy lots and lots of games, including similar games to those they like, so it's not a problem.



It comes from interviews where they get asked.


That must have taken a while. Thanks!

This seems to fit very well with the sense that the whole mobile market reset in 2012 and continued from there. We see a healthy introduction of new titles along with a lot of longer term successes.

By comparison the Western mobile market seems to be more stagnant, though that might be a lot less true outside the top 20 than inside it.

Very well written as always. Yeah I agree with what you have said especially the bolded part.
 
Brave Exvius now on the 8th position on top grossing apps list.

SE released three hits in just one month? (of course it's too early to say but... damn)
 

Vena

Member
The difference is that people who buy games like Uncharted, Halo, and Gran Turismo buy lots and lots of games, including similar games to those they like, so it's not a problem.

No doubt, but the original point was over Sony's claim that third parties like to avoid platforms where customers are satisfied with first party games. The consumers of these titles you mentioned are also satisfied with and by their products, they are simply a stronger core demographic that has longer/larger purchasing habits. But the rise of mobile should show us, more than anything, that the Wii was an undertapped gold mine because, at the time, publishers did not have any idea how to handle the audience. They have since figured it out.

The other point (as you mentioned) would be that there was a definite lack of attempting to even nurture an audience on the Wii and a knowledge on how to handle it. Its early successes were completely out of the blue and the marketing/headings of major AAA was in a completely different direction and incompatible.

Again my issue is with the statement made, I do not agree with it at all and I believe it to be more an excuse.
 

Alo0oy

Banned
I feel there's a bit of a misunderstanding of what third party publishers meant when they said it was hard to compete on the Wii.

It usually boils down to two factors:

1.) They didn't know how to make the kind of casual games that appealed to the Wii's expanded audience.

2.) Nintendo's games were generally one a generation type affairs, and the expanded customer base that was buying them wasn't interested in buying similar games at the quality level third parties were able to make.

3.) When they did have success, most of the successes were not able to sequelize.

That said, there were a few exceptions to this, and those third parties were satisfied. Just Dance repeatedly succeeded very well, as did Guitar Hero. Epic Mickey had good sales, even with the sequel, but its costs were just crazy out of control.

However, several other successes fell into the pattern of item 3. The first EA Sports Active and early Zumba Fitness games did notably well, but the follow-ups didn't sell all that great since their audience was fine with simply having one or maybe two entries at most.

Publishers need to either be able to sequelize effectively and frequently or to have ongoing services where players constantly pay in more money, like f2p games. The Wii wasn't conducive to either of these, so it was ultimately a non-starter for most third parties.

If they could have a constant success rate (say 80%+) with every original idea they tried, that would also work, but the success rate of third parties was no where near that given their massive clash with the demographic of the platform.

I don't think publishers are actually concerned about competing with first party games when they're able to actually generate sales. Many publishers made games similar to Gears of War, and many took notable inspirations from Uncharted. When we look at titles like Tomb Raider, they were actually incredibly successful, with that game in particular selling over 8.5 million copies. Activision and EA were fine charging head first into Halo in the multiplayer shooter space as well. There are tons of simulation racers despite Gran Turismo and Forza. The difference is that people who buy games like Uncharted, Halo, and Gran Turismo buy lots and lots of games, including similar games to those they like, so it's not a problem.



It comes from interviews where they get asked.


That must have taken a while. Thanks!

This seems to fit very well with the sense that the whole mobile market reset in 2012 and continued from there. We see a healthy introduction of new titles along with a lot of longer term successes.

By comparison the Western mobile market seems to be more stagnant, though that might be a lot less true outside the top 20 than inside it.

I'm not sure that's true with Gran Turismo, the GT audience is super casual, even if you look at the audience that participates competitively in GT Academy, they're more of racing nuts than gamers, I don't think they play anything other than Gran Turismo. More people actually watch GT Academy than buy GT, on average ~10 million sales per title vs ~100 million viewers on GT Academy.

Some may take offense to GT being called a casual game, but that's the reality of it imo, & I don't think "casual game" is a bad word as some people on GAF do.
 

sörine

Banned
The difference is that people who buy games like Uncharted, Halo, and Gran Turismo buy lots and lots of games, including similar games to those they like, so it's not a problem.
I don't know if that's really accurate, genres Nintendo excelled in were also generally where 3rd parties performed well on Wii (party games, mini-game comps, fitness software, kart racers, platformers, etc) and often outsold the same multiplatform games on 360 or PS3. Also this argument seems to fly dangerously close to the old adage that the core audience buy more games than casuals, which is something the attach ratios of all 3 consoles last gen sort of immediately shoots down. The average Wii owner bought a comparable amount of games to the average 360 or PS3 owner. In fact Wii even had a better aligned attach ratio than PS4 does.
 

Alo0oy

Banned
sörine;182712983 said:
I don't know if that's really accurate, genres Nintendo excelled in were also generally where 3rd parties performed well on Wii (party games, mini-game comps, fitness software, kart racers, platformers, etc) and often outsold the same multiplatform games on 360 or PS3. Also this argument seems to fly dangerously close to the old adage that the core audience buy more games than casuals, which is something the attach ratios of all 3 consoles last gen sort of immediately shoots down. The average Wii owner bought a comparable amount of games to the average 360 or PS3 owner. In fact Wii even had a better aligned attach ratio than PS4 does.

I think the "core gamers buy more games" thing is very accurate, if you look at Steam, out of 100 million users, only ~12 million have more than 2 games, & 66% of the software sales on Steam were by 3 million people.

While that might not be exactly the same on consoles, I'd have to imagine it's pretty close, seeing as how a combined ~40 million consoles between PS4/XB1 can buy more software than whoever was still on last gen aka. the casual that didn't upgrade yet.

While we don't know the software share on Wii, it could be that the ~20 million hardcore Wii owners bought ~50 games to bring the average up. Just like Steam with only 3 million people buying an obscene amount of games to make up for the remaining 97 million.
 

sörine

Banned
I think the "core gamers buy more games" thing is very accurate, if you look at Steam, out of 100 million users, only ~12 million have more than 2 games, & 66% of the software sales on Steam were by 3 million people.

While that might not be exactly the same on consoles, I'd have to imagine it's pretty close, seeing as how a combined ~40 million consoles between PS4/XB1 can buy more software than whoever was still on last gen aka. the casual that didn't upgrade yet.
Well then that must mean the core/casual breakdown between 360, PS3 and Wii was comparable. Attach ratios don't lie, all 3 were roughly within a game of each other.
 

Alo0oy

Banned
sörine;182715089 said:
Well then that must mean the core/casual breakdown between 360, PS3 and Wii was comparable. Attach ratios don't lie, all 3 were roughly within a game of each other.

They were different types of casual gamers, people often mistake casual gamer = grandpa playing Wii sports. A casual gamer is someone that buys the console & a couple of games, on Wii it was Wii Sports & Just Dance, on PS3 & 360 it was different games that appealed to casual gamers with different tastes.
 

Nirolak

Mrgrgr
No doubt, but the original point was over Sony's claim that third parties like to avoid platforms where customers are satisfied with first party games. The consumers of these titles you mentioned are also satisfied with and by their products, they are simply a stronger core demographic that has longer/larger purchasing habits. But the rise of mobile should show us, more than anything, that the Wii was an undertapped gold mine because, at the time, publishers did not have any idea how to handle the audience. They have since figured it out.

...

Again my issue is with the statement made, I do not agree with it at all and I believe it to be more an excuse.
The statement itself strikes me as nonsense. Just look at the 3DS. The first party line-up is incredibly strong, but we see tons of third parties going on it because of sales potential.

Vena said:
The other point (as you mentioned) would be that there was a definite lack of attempting to even nurture an audience on the Wii and a knowledge on how to handle it. Its early successes were completely out of the blue and the marketing/headings of major AAA was in a completely different direction and incompatible.
This though I feel we saw people invest against. There are actually a lot of third party games on the Wii U, and as someone pointed out, makes up 60% of its software sales volume. Publishers were investing heavily in it. They just didn't know what to make, and when push came to shove, they left to platforms where their core competencies existed.

Like EA had half of its ~80 game fiscal year line-up on the Wii for one year, but they pulled out when almost nothing worked and the few series that were (EA Sports Active, My Sims) started collapsing. Similarly, they just pulled out of PC f2p games for the most part. This isn't because they thought these businesses were garbage, it's because they knew they were garbage at participating in these businesses and would rather make the games they are good at doing. They went down to ~9-10 games a year due to this, which is around a 90% output cut. There's a lot of things that are going to get cut when you do that.

Brave Exvius now on the 8th position on top grossing apps list.

SE released three hits in just one month? (of course it's too early to say but... damn)
Square Enix in general has really managed to turn it around in the past couple of years. There's way less hubris across the board, a lot more hard work and finding people who have the skills to match the audience (Grandmasters is CROOZ, Brave Exvius is Alim, and we can expand this to their console line-up too), and it's paying off in spades.

I'm not sure that's true with Gran Turismo, the GT audience is super casual, even if you look at the audience that participates competitively in GT Academy, they're more of racing nuts than gamers, I don't think they play anything other than Gran Turismo. More people actually watch GT Academy than buy GT, on average ~10 million sales per title vs ~100 million viewers on GT Academy.

Some may take offense to GT being called a casual game, but that's the reality of it imo, & I don't think "casual game" is a bad word as some people on GAF do.
It's certainly possible. I don't have a good demographic study on this type of thing. I was thinking back in the PS1 era though that the audience was more likely to be buying it since "Oh cool 3D racing game!" than the later audience that was largely simulation enthusiasts, but I could easily be wrong.

sörine;182712983 said:
I don't know if that's really accurate, genres Nintendo excelled in were also generally where 3rd parties performed well on Wii (party games, mini-game comps, fitness software, kart racers, platformers, etc) and often outsold the same multiplatform games on 360 or PS3. Also this argument seems to fly dangerously close to the old adage that the core audience buy more games than casuals, which is something the attach ratios of all 3 consoles last gen sort of immediately shoots down. The average Wii owner bought a comparable amount of games to the average 360 or PS3 owner. In fact Wii even had a better aligned attach ratio than PS4 does.
It's certainly possible there's a flaw in my argument, but I kind of look at it this way:

Sequels appeared to being doing relatively poor on the Wii for casual games, with a few exceptions. Even Super Mario Galaxy lost a good chunk of its audience between entries, which has cross-over appeal.

It's plausible that more casual gamers were buying 10+ pieces of software, but each was a unique title from the others. We did clearly see some related interest with people buying games like EA Sports Active (presumably they owned Wii Sports), but the fitness games past that point didn't seem to be flying off shelves. This was bad for the small slate, lots of sequels strategy publishers were transitioning to.

Toward your argument, casual users do seem to go through 80 zillion games on mobile, so they are big on variety and plausibly bought a lot of games.

It also matters what they were buying. If they were buying lots of licensed games, that would be great for THQ and Activision Value, but not great for people without strong licensed games divisions. Those two were releasing Wii games quite late in the cycle, so presumably they were pretty happy.

There's also the possibility that Nintendo enthusiasts were buying 30-40+ different games. I don't think anyone in their right mind would argue Nintendo enthusiasts are casual gamers. This inflates the numbers a bit for people who burned out early.
 

QaaQer

Member
sörine;182715089 said:
Well then that must mean the core/casual breakdown between 360, PS3 and Wii was comparable. Attach ratios don't lie, all 3 were roughly within a game of each other.

As stated many times before, at least within the industry, core v casual is determined by how much time a person spends playing, reading, and thinking about vgames (note it is just 'and' not 'and/or'). It has nothing to do with what kind of games they play. There are even mobile-only people who are core, shocking. It is similar to how the soda industry classifies users into heavy v light users. It isn't the kind of soda, just the amount.

That does not mean they were targeting tje same demo, however. Looking @ top 100, It is obvious that Nintendo games sold by far the most, followed by dance, arcade sports, and music games. That was quite different than what you see on ps3 and 360 top 100s. So you can probably say the Wii demo was different than ps360, but calling them 'not core' is pretty meaningless.
 

Alo0oy

Banned
As stated many times before, at least within the industry, core v casual is determined by how much time a person spends playing, reading, and thinking about vgames (note it is just 'and' not 'and/or'). It has nothing to do with what kind of games they play. There are even mobile-only people who are core, shocking. It is similar to how the soda industry classifies users into heavy v light users. It isn't the kind of soda, just the amount.

That does not mean they were targeting tje same demo, however. Looking @ top 100, It is obvious that Nintendo games sold by far the most, followed by dance, arcade sports, and music games. That was quite different than what you see on ps3 and 360 top 100s. So you can probably say the Wii demo was different than ps360, but calling them 'not core' is pretty meaningless.

The demos were definitely different, as per Nielsen:

PlayStation consoles tend to be more gender neutral than other consoles. Xbox 360 continues to skew more male and Wii continue to skew more female.

http://www.nielsen.com/us/en/insights/news/2009/hottest-june-on-record-for-video-gaming.html

Their playing habits were different as well.

In terms of overall usage, males using the Xbox 360 are playing almost twice as many days per months as females (10.2 vs. 5.4 in December), but on the other two consoles, usage days for males and females are much closer. On average, the least used console is the Wii.

http://www.nielsen.com/us/en/insigh...g-system-has-its-fans-but-women-like-wii.html

Beyond gender, they appealed to different age groups as well.

Wii: The best-selling of the three systems, appeals to boys age 6-11 and women age 25-34

Xbox 360: For males, the largest percentage of usage is in the 12-17 age group, older than Wii, but younger than PS3. For females, the 25-34 age group had the highest percentage of usage

PS3: For both males and females, the highest usage came from the 18-24 age group.

http://www.nielsen.com/us/en/insigh...g-system-has-its-fans-but-women-like-wii.html

All demos had casual gamers with different tastes.
 

Ōkami

Member
Ealier today I posted about some keynotes on the AMD Symposium about New Tendencies of Digital Entertaiment, between then and now they posted a new one with Yoichi Erikawa from Koei Tecmo.

I found this one to be the most interesting of all, so a little run down.

Erikawa mentions how, lately and for the future, their business plan is about releasing a wide arrange of games on a wide arrange of platforms.
Ujt1cRu.jpg
He says about the importance of the creation of new IPs and the diversification of existing ones, as an example he uses Ni Oh as a new game and the evolution of the Nobunaga's Amibion games for diversification.

Something they've started to do lately is co marketing and tie in products for games, he mentions the Fatal Frame movie as an example of this.
He goes on to mention that working on licensed IPs is something they'll keep going in the future, using Hyrule Warriors, Dragon Quest Heroes, etc as examples, he says stuff we already knew like HW being a million seller and especially being a big hit in the west.
This one is the most interesting, some time ago there was a discussion about why was Koei Tecmo banking the PS ecosystem so much when they're games have (mostly) performed rather poor in Japan, the argument against that is that said titles were performeing well in other parts of Asia, well that's exactly what Erikawa says (except mentioning Japan).

He says that the Asian market has a great affinity for Japanese IPs; he particularly mentions that Dynasty Warriors 7 with Moushouden is one of the top ranking PS4 games in China.

He later talks about how games with a "maker system" have become pretty popular mentioning Minecraft and Super Mario Maker as examples, this is a part that I'm not reading right, not sure if he mentions that the upcoming Sangokushi game has some sort of user generated content of if they're outright making a Sangokushi Maker (an image later on might clarify things).
That's more or less it, apparently he showed some sort of video for Ni Oh; he closed by showcasing some of their upcoming games as to show how they're commited to multiple games of different genres, of different IPs and on different devices.

Here's the interesting one &#19977;&#22283;&#24535; &#12484;&#12463;&#12540;&#12523; means Sangokushi Maker so I guess they're going all out on that.
 
Nice to see that FF brand is still strong on mobile. Atleast mobile is getting some actual good games for the series for a change compared to the consoles, where people have been starving for a good game for a long while now.
 

Alo0oy

Banned
Nielsen ratings and Amazon charts? Let me go back to chatting with Kinopio-kun...

This isn't about sales, it's just to show that the casual market isn't just wiggle games. Different demos have different tastes, & that includes "casual" gamers. That misconception should have died years ago, I don't think the hardcore PS360 gamers were more than 20-30 million out of ~175 million.
 

horuhe

Member
&#332;kami;182726736 said:
He later talks about how games with a "maker system" have become pretty popular mentioning Minecraft and Super Mario Maker as examples, this is a part that I'm not reading right, not sure if he mentions that the upcoming Sangokushi game has some sort of user generated content of if they're outright making a Sangokushi Maker (an image later on might clarify things).

Here's the interesting one &#19977;&#22283;&#24535; &#12484;&#12463;&#12540;&#12523; means Sangokushi Maker so I guess they're going all out on that.

This is quite interesting. Thanks for this info, &#332;kami.

I think they kinda want to jump to that Maker market. Btw, did they mention any release date for Yo-kai Sangokushi?

Where is Zhuge?
 

Ōkami

Member
This is quite interesting. Thanks for this info, &#332;kami.

I think they kinda want to jump to that Maker market. Btw, did they mention any release date for Yo-kai Sangokushi?

Where is Zhuge?
No, after showing Ni Oh slides with those games showed up with him essentially saying "btw, we're making these games too".

Interesting to note that Hyrule Warriors Legends and Dragon Quest Heroes II aren't there.
 
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