• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Media Create Sales: Week 51, 2012 (Dec 17 - Dec 23)

test_account

XP-39C²
Can someone explain how from this post it was deduced that he got the numbers from a banned site? Either you guys are all geniuses, or I'm an idiot.
I searched on Goolge now for "3DS: 286,518", and the first hit was vgchartzzz. Then looking at the site, i see that every system numbers that were posted earlier are the exact same numbers that vgchartzzz has. I guess maybe that is how the others found out as well.
 

urfe

Member
Said AC sold 2.3 mil by the end of the year (including week 52 then?)

Iwata was surprised that download version sold so well being priced at a premium.

(will edit more as I read)

Iwata said the poor sales of the Wii version of AC made them pack tons of stuff in the 3DS to make sure it was a great game.

Smart phones are not Nintendo's enemy, great for sharing AC screenshots.
 
i dont think it's that high of a number considering the shortages experienced for the retail copy. Theres been alot less hyped games getting 10% download rates.
 

zroid

Banned
i dont think it's that high of a number considering the shortages experienced for the retail copy. Theres been alot less hyped games getting 10% download rates.

Certainly shortages played a role, but I would argue we should expect heavily hyped / mainstream games like Animal Crossing to garner a relatively lower fraction of downloads.

Apparently Nintendo was pushing the "convenience" factor in their marketing a fair bit.
 
岩田社長も「4800円のソフトが、ダウンロードだからといって安くせずに50万本以上売れたというのは、ちょっとした事件なんです」と驚きを隠さない。

Iwata states, unable to hide his surprise, that 'For a game that costs 4800 yen to sell 500,000 copies without a discount because it is a download is quite an event.'

Now, imagine if it was discounted...

クラブニンテンドーという仕組みを使うとお客さんがどういう性別、年齢かが分かるんですけど、どうぶつの森が発売3週間後の11月末頃にどんな売れ方をしていたかというと、一番飛び出ているのが19歳から24歳の女性。19から24って、わりと任天堂の支持層の少ない年代なんですね。私、見たことないです。任天堂のゲーム機でこういう売れ方するソフト

"Using our Club Nintendo system we can learn the gender and age of our customers. If we look at the first 3 weeks of Animal Crossing sales to the end of November, the highest group is 19 to 24 year-old women. This is an age-range that is typically found in fewer numbers for Nintendo. I've never seen anything like it; a game that sells like this on a Nintendo hardware."

でね、もっと面白いのが、3DSのハード購入者の属性。全体の男女比は男性69%、女性31%という偏りなんですが、どうぶつの森と本体を同時に買った人に限定すると、男性44%、女性56%になる。これね、ちょっと唖然(あぜん)とするほどの数字なんです

2However, something interesting is the gender of 3DS purchasers. If we look at the male-female ratio as a whole, it divides into 69% males, 31% female, but if we limit it to just those customers that purchased the hardware at the same time as Animal Crossing the percentages become 44% male and 56% female. These are the sort of numbers that leave me dumbfounded."

世の中のよくある議論でいうとね、スマホがあるからもうゲーム専用機なんかいらないっていうことになってるじゃないですか。でも、この19から24の女性って、まさにスマホの人たちですよね。女性カジュアルユーザーはゲーム専用機なんかいらない、というけれど、むしろゲーム専用機の価値を再認識していただけているんです」

"The common argument going on right now is that since smart phones exist, there's no need for specialised game machines anymore, right? But, these 19 to 24 year old women are the 'smart phone people'. We often say that casual female users do not need specialised gaming machines, but here we see them reconfirming the value of those systems."

どうぶつの森って(前世代の)ニンテンドーDSですごく評価いただいて、500万本以上も売れて世の中を驚かせ、DSブームの1つの典型としてかっていただいた。ですが、Wii版ってのがあってね、すごく期待されて世の中に出たんですが、実はあまりうまくいかなかったんですね。我々からすると、すごく反省点が多いソフトだったんです

"On the (previous generation) Nintendo DS, Animal Crossing received high praise and shocked the world by selling more than 5 million copies [domestically], it become one of the representative games that people would buy for the system. However, the Wii version, it was highly anticipated and we released it into the world but it didn't go very well, right? That game is, for us, one with many points of reflection."

で、どうぶつの森のコアメンバーたちは、そのときの反省をバネにしました。今度こそお客さんに満足してもらえるものを作ろうと。あえてこの言葉を使いますが、開発の中核メンバーたちからは私、正直、執念のようなものを感じました. 今回、こんなこともできるのか、ここまでやるかっていうくらい、さまざまな仕掛けを本当にたくさん入れてある。加えて、例えばお客さん自身が絵を描いて面白いデザインの家具を作れるみたいなことをいろんなところに反映できるようにした結果、我々が用意した仕組みと、お客さんが発揮したクリエイティビティーのかけ算になって、すごく面白いものになった。それを広めてくれたのは、ソーシャルメディアであり、スマホなんです。今回、どうぶつの森を大人の女性に売ってくれたのは、間違いなくスマホなんですよ

"At that point, the core members of the Animal Crossing team used this reflection as a spring board, saying 'Let's make the next game one that our customers can really enjoy'. I would go so far to say that I honestly felt a tenacity from the nuclear members of the development team. This time, there are many features inserted that make you say 'You can do this thing?' and 'It goes that far?'. In addition, to add an example, the ability we added to create furniture with interesting designs and share it through various means, coupled with our customers' creativity created an amplification of sorts. It was really interesting. What really helped to spread this around was social media, and smart phones. What really sold Animal Crossing to women this time was, without question, smart phones."

今回のどうぶつの森はスクリーンショットをどこでも撮れますから、それをソーシャルメディアにあげて、こんなことをやったよ、わーってみんなで盛り上がるみたいなことが起きている。例えばツイッターでフォローしている人がどうぶつの森についてすごく熱く語っていて、それを見て興味を持ち、やってみたら面白かったというような方がたくさんいらっしゃるんです

"Because you can take screenshots anywhere during the game, people are uploading the shots to social media and say 'Hey, look what I did' and everyone gets excited. For example, there are plenty of people who have tried and enjoyed the game after seeing people they follow on Twitter talk about it fondly, then developing their own interest and trying it out for themselves."

我々、動画サイトを通じて任天堂の魅力をお伝えする『ニンテンドーダイレクト』という動画配信をしているんですけれど、今回のどうぶつの森を紹介した動画は、ユーチューブで160万回も再生されている。しかもその過半数がスマートデバイスからの視聴なんですよ

We deliver videos called Nintendo Directs to explain about our strengths via video sites, and the Introduction to Animal Crossing video has received 1.6 million hits on Youtube. What's more is that over half of those views have taken place from smart devices.

ソーシャルメディアで話題になり、この動画を見ると分かるよとなり、これはすごいってなってご購入いただけた。だいたい3分間のミュージックビデオじゃなくて、開発者がだらだらとゲームについてしゃべっている47分の動画を160万回も見ていただけたっていうのは、ちょっとあり得ないこと、異常なことだと思います

The game became a topic on social networks, then people would say 'Watch this and you'll understand' and people go 'Well, that's cool' and bought it. It's not a 3 minute music video, and so for a 47 minute video with developers talking casually about a game to have 1.6 million views is almost impossible, like really something unusual, I think.

開発メンバーのみんなは、ソフトを何個売るかなんて誰も考えてない。遊んだ人に今度こそ満足したっていわせてみせるという執念と、自分たちも大好きなゲームをもっとよくしたいという純粋な思いで作ったんです。で、これ1本のためにゲーム機とソフト、合わせて2万円以上も投資してくださった方が何十万人も出てくださった。それは恐らく、他のゲームの仕事をしている人たちにはない作り方、他のゲームにはない現象なんだろうと、私は思います

"Not one of the developers was thinking about how many units the game would sell. They were purely focused on creating a game that the users could say 'Yes, this game satisfied me' and focused on improving a game series they love. And with that, hundreds of thousands of people have spent over 20,000 yen for a single game and the hardware. That's not a method or phenomenon that many other game developers get to experience, I imagine."

デジタルでのディストリビューションが可能になり、少額決済も可能になったことで、娯楽の提供とお金のいただきかたのバリエーションが増やせるようになった。それは世の中の変化であり、ゲームの質で勝負するのも、お金のいただきかたで工夫をするのも、私は同じようにクリエイティブなことだと思います。だから、後からの課金や、フリーツープレーについて、私はまったく否定するつもりはありません. じゃあ、それを任天堂がやるかどうかについてですが、まず、任天堂がすでに知名度や面白さの信用を確立した商品について、そういうことをするつもりは、あまりない。例えば『マリオ』のソフトに4800円なり5800円を出す価値を認めていただいてる方に対して、課金してカギを開けないと楽しめない、というようなことはしないということです. でも、マリオでもっと多くのステージを遊びたいという人たちもいらっしゃるわけで、その人たちに向けて新たなコースを作り、課金して追加できるようにするというようなことは別の話。それは一部タイトルですでに始めています。そして、任天堂も知名度ゼロの新規タイトルについて、このゲームの構造はフリーツープレーに向いているね、ってなったら、やるかもしれないし、フリーじゃなくてチープから始めるかもしれない. 販売方法の自由度が生まれたわけで、その自由度を自分たち自身で消してしまおうとは思ってはいません。ただ、そういうものが任天堂から出たとしても、それは任天堂が変節したのではなくて、新たな自由度を生かすために面白いアイデアが生まれたので使いました、ってだけ。マリオや『ポケモン』の売り方を変えましょう、という
話ではありません

We [as an industry] can now do distribution by digital means as well as micro-transactions, and the ways to obtain money through supporting entertainment have increased. It's a change in our landscape; competing in game-quality, and working on how money is obtained, I think both are things that require creativity. Therefore, I have no intention of denying charged [subscription?] games, or the free-to-play model. If we were to talk about if Nintendo were to do that, however, I do not much inclination to do that with Nintendo's established well-known products, where people trust their interesting-ness. For example, for people who are used to Mario games costing 4,800 or 5,800 yen, we will not have a proverbial door to full enjoyment that can only be unlocked via payment. However, this is seperate from say, having something where because there are people who want more stages to play on in Mario games, we will create new courses for those people and charge for them. We have already begun this process with some of our titles. For new titles with no established base, if, in the process of development, we found it to suit the free-to-play model, we might follow that route, or we might do something like 'Cheap-to-play'. Our sales methods have been freed up and I have no desire to extinguish that freedom. If we were to release something like that, it is not a betrayal but the birth of an interesting idea through our newfound freedom, that's all. This is not a story about changing how we sell Mario or Pokemon.
 

Kangi

Member
Can someone explain how from this post it was deduced that he got the numbers from a banned site? Either you guys are all geniuses, or I'm an idiot.
Well, posting such exact numbers in the first place is suspect. A quick jaunt over to the you-know-what site and one can see that those numbers were copy-pasted from their recent Japanese-sales-dart-throw.
 

farnham

Banned
96958A88889DE7E2E0EBEAE2E7E2E2E7E2E3E0E2E3E1E2E2E2E2E2E2-DSXBZO5030021005012013000002-PB1-39.jpg


Something tells me this graph is about to look much less favorable.

Why? In japan ms is a non-factor and sony is struggling a lot harder then nintendo is. Oh wait its only a short term sales chart lol
 

Spiegel

Member
Certainly shortages played a role, but I would argue we should expect heavily hyped / mainstream games like Animal Crossing to garner a relatively lower fraction of downloads.

It's an special case.

New hyped game -> sold out but there are eshop cards at the same store. What do you thing people are going to do?

They probably sold >300k download cards at retail. I'm sure that wouldn't have happened if there were enough boxed copies.
 

Man God

Non-Canon Member
I also think the case has been made for Animal Crossing for always having it on your system as being a major plus even in the normally download adverse Japan.
 

BriBri

Member
What's interesting is that with the Iwata (all), Famitsu (download cards & physical retail) and Media Create (physical retail) numbers, that the download cards have been more successful than the direct eShop purchases, yet I'm yet to see a physical card for a game in the UK. Or would physical download cards not hold more appeal in the west?
 

Mpl90

Two copies sold? That's not a bomb guys, stop trolling!!!
I think the AC data is up to Week 51 too. It's higher only due to inclusion of Direct downloads from eShop, and not just retail card ones.
 

Somnid

Member
Anyway you look at it it's a big deal. Either Nintendo convinced more people to pickup digital copies of which they get a much greater margin or the surprise sellouts were mitigated by the availability of digital versions and shops got to share the bounty which is one of the benefits Nintendo marketed their system with.

In either case I think it's an important breakthrough for digital games in Japan and this was probably the first retail game most of these people have ever bought all digital. If Nintendo made a good impression it may spur sales going forward.
 

BriBri

Member
I wonder if Monster Hunter 4 will be day one download as its another game that would suit digital. DQ7r isn't listed as download so it's not like it's a given for all future major releases. Hopefully after these figures, more companies will go digital on day one.
 
Ok, here's all the Iwata quotes from the article, except for the final page, which is just general stuff about aiming to maintain respect in fans and continuing success for AC.

岩田社長も「4800円のソフトが、ダウンロードだからといって安くせずに50万本以上売れたというのは、ちょっとした事件なんです」と驚きを隠さない。

Iwata states, unable to hide his surprise, that 'For a game that costs 4800 yen to sell 500,000 copies without a discount because it is a download is quite an event.'

クラブニンテンドーという仕組みを使うとお客さんがどういう性別、年齢かが分かるんですけど、どうぶつの森が発売3週間後の11月末頃にどんな売れ方をしていたかというと、一番飛び出ているのが19歳から24歳の女性。19から24って、わりと任天堂の支持層の少ない年代なんですね。私、見たことないです。任天堂のゲーム機でこういう売れ方するソフト

"Using our Club Nintendo system we can learn the gender and age of our customers. If we look at the first 3 weeks of Animal Crossing sales to the end of November, the highest group is 19 to 24 year-old women. This is an age-range that is typically found in fewer numbers for Nintendo. I've never seen anything like it; a game that sells like this on a Nintendo hardware."

でね、もっと面白いのが、3DSのハード購入者の属性。全体の男女比は男性69%、女性31%という偏りなんですが、どうぶつの森と本体を同時に買った人に限定すると、男性44%、女性56%になる。これね、ちょっと唖然(あぜん)とするほどの数字なんです

2However, something interesting is the gender of 3DS purchasers. If we look at the male-female ratio as a whole, it divides into 69% males, 31% female, but if we limit it to just those customers that purchased the hardware at the same time as Animal Crossing the percentages become 44% male and 56% female. These are the sort of numbers that leave me dumbfounded."

世の中のよくある議論でいうとね、スマホがあるからもうゲーム専用機なんかいらないっていうことになってるじゃないですか。でも、この19から24の女性って、まさにスマホの人たちですよね。女性カジュアルユーザーはゲーム専用機なんかいらない、というけれど、むしろゲーム専用機の価値を再認識していただけているんです」

"The common argument going on right now is that since smart phones exist, there's no need for specialised game machines anymore, right? But, these 19 to 24 year old women are the 'smart phone people'. We often say that casual female users do not need specialised gaming machines, but here we see them reconfirming the value of those systems."

どうぶつの森って(前世代の)ニンテンドーDSですごく評価いただいて、500万本以上も売れて世の中を驚かせ、DSブームの1つの典型としてかっていただいた。ですが、Wii版ってのがあってね、すごく期待されて世の中に出たんですが、実はあまりうまくいかなかったんですね。我々からすると、すごく反省点が多いソフトだったんです

"On the (previous generation) Nintendo DS, Animal Crossing received high praise and shocked the world by selling more than 5 million copies [domestically], it become one of the representative games that people would buy for the system. However, the Wii version, it was highly anticipated and we released it into the world but it didn't go very well, right? That game is, for us, one with many points of reflection."

で、どうぶつの森のコアメンバーたちは、そのときの反省をバネにしました。今度こそお客さんに満足してもらえるものを作ろうと。あえてこの言葉を使いますが、開発の中核メンバーたちからは私、正直、執念のようなものを感じました. 今回、こんなこともできるのか、ここまでやるかっていうくらい、さまざまな仕掛けを本当にたくさん入れてある。加えて、例えばお客さん自身が絵を描いて面白いデザインの家具を作れるみたいなことをいろんなところに反映できるようにした結果、我々が用意した仕組みと、お客さんが発揮したクリエイティビティーのかけ算になって、すごく面白いものになった。それを広めてくれたのは、ソーシャルメディアであり、スマホなんです。今回、どうぶつの森を大人の女性に売ってくれたのは、間違いなくスマホなんですよ

"At that point, the core members of the Animal Crossing team used this reflection as a spring board, saying 'Let's make the next game one that our customers can really enjoy'. I would go so far to say that I honestly felt a tenacity from the nuclear members of the development team. This time, there are many features inserted that make you say 'You can do this thing?' and 'It goes that far?'. In addition, to add an example, the ability we added to create furniture with interesting designs and share it through various means, coupled with our customers' creativity created an amplification of sorts. It was really interesting. What really helped to spread this around was social media, and smart phones. What really sold Animal Crossing to women this time was, without question, smart phones."

今回のどうぶつの森はスクリーンショットをどこでも撮れますから、それをソーシャルメディアにあげて、こんなことをやったよ、わーってみんなで盛り上がるみたいなことが起きている。例えばツイッターでフォローしている人がどうぶつの森についてすごく熱く語っていて、それを見て興味を持ち、やってみたら面白かったというような方がたくさんいらっしゃるんです

"Because you can take screenshots anywhere during the game, people are uploading the shots to social media and say 'Hey, look what I did' and everyone gets excited. For example, there are plenty of people who have tried and enjoyed the game after seeing people they follow on Twitter talk about it fondly, then developing their own interest and trying it out for themselves."

我々、動画サイトを通じて任天堂の魅力をお伝えする『ニンテンドーダイレクト』という動画配信をしているんですけれど、今回のどうぶつの森を紹介した動画は、ユーチューブで160万回も再生されている。しかもその過半数がスマートデバイスからの視聴なんですよ

We deliver videos called Nintendo Directs to explain about our strengths via video sites, and the Introduction to Animal Crossing video has received 1.6 million hits on Youtube. What's more is that over half of those views have taken place from smart devices.

ソーシャルメディアで話題になり、この動画を見ると分かるよとなり、これはすごいってなってご購入いただけた。だいたい3分間のミュージックビデオじゃなくて、開発者がだらだらとゲームについてしゃべっている47分の動画を160万回も見ていただけたっていうのは、ちょっとあり得ないこと、異常なことだと思います

The game became a topic on social networks, then people would say 'Watch this and you'll understand' and people go 'Well, that's cool' and bought it. It's not a 3 minute music video, and so for a 47 minute video with developers talking casually about a game to have 1.6 million views is almost impossible, like really something unusual, I think.

開発メンバーのみんなは、ソフトを何個売るかなんて誰も考えてない。遊んだ人に今度こそ満足したっていわせてみせるという執念と、自分たちも大好きなゲームをもっとよくしたいという純粋な思いで作ったんです。で、これ1本のためにゲーム機とソフト、合わせて2万円以上も投資してくださった方が何十万人も出てくださった。それは恐らく、他のゲームの仕事をしている人たちにはない作り方、他のゲームにはない現象なんだろうと、私は思います

"Not one of the developers was thinking about how many units the game would sell. They were purely focused on creating a game that the users could say 'Yes, this game satisfied me' and focused on improving a game series they love. And with that, hundreds of thousands of people have spent over 20,000 yen for a single game and the hardware. That's not a method or phenomenon that many other game developers get to experience, I imagine."

デジタルでのディストリビューションが可能になり、少額決済も可能になったことで、娯楽の提供とお金のいただきかたのバリエーションが増やせるようになった。それは世の中の変化であり、ゲームの質で勝負するのも、お金のいただきかたで工夫をするのも、私は同じようにクリエイティブなことだと思います。だから、後からの課金や、フリーツープレーについて、私はまったく否定するつもりはありません. じゃあ、それを任天堂がやるかどうかについてですが、まず、任天堂がすでに知名度や面白さの信用を確立した商品について、そういうことをするつもりは、あまりない。例えば『マリオ』のソフトに4800円なり5800円を出す価値を認めていただいてる方に対して、課金してカギを開けないと楽しめない、というようなことはしないということです. でも、マリオでもっと多くのステージを遊びたいという人たちもいらっしゃるわけで、その人たちに向けて新たなコースを作り、課金して追加できるようにするというようなことは別の話。それは一部タイトルですでに始めています。そして、任天堂も知名度ゼロの新規タイトルについて、このゲームの構造はフリーツープレーに向いているね、ってなったら、やるかもしれないし、フリーじゃなくてチープから始めるかもしれない. 販売方法の自由度が生まれたわけで、その自由度を自分たち自身で消してしまおうとは思ってはいません。ただ、そういうものが任天堂から出たとしても、それは任天堂が変節したのではなくて、新たな自由度を生かすために面白いアイデアが生まれたので使いました、ってだけ。マリオや『ポケモン』の売り方を変えましょう、という
話ではありません

We [as an industry] can now do distribution by digital means as well as micro-transactions, and the ways to obtain money through supporting entertainment have increased. It's a change in our landscape; competing in game-quality, and working on how money is obtained, I think both are things that require creativity. Therefore, I have no intention of denying charged [subscription?] games, or the free-to-play model. If we were to talk about if Nintendo were to do that, however, I do not much inclination to do that with Nintendo's established well-known products, where people trust their interesting-ness. For example, for people who are used to Mario games costing 4,800 or 5,800 yen, we will not have a proverbial door to full enjoyment that can only be unlocked via payment. However, this is separate from say, having something where because there are people who want more stages to play on in Mario games, we will create new courses for those people and charge for them. We have already begun this process with some of our titles. For new titles with no established base, if, in the process of development, we found it to suit the free-to-play model, we might follow that route, or we might do something like 'Cheap-to-play'. Our sales methods have been freed up and I have no desire to extinguish that freedom. If we were to release something like that, it is not a betrayal but the birth of an interesting idea through our new found freedom, that's all. I am not talking about changing how we sell Mario or Pokemon.
 
He's surprised that a game that's all about interacting with townsfolk at all hours of the day did better on a portable console than on a home-chained console?

Side note: it always drove me nuts when the animals were like "Where have you been all day, bud? It's like 7pm!" I'd be thinking "At work, you fucking cow!"
 
Thanks Streetahead! Lots of interesting stuff.

That game is, for us, one with many points of reflection.

One defining point of Iwata's Nintendo is learning and acknowledging.
Its one reason I find some of the cheap memes about Nintendo quite irritating, their usually born out of ignorance.

Anyway, this and the sales shows exactly why Nintendo said 'no way' to DLC with AC, customers will pay for that added value when buying the game. More content gives more people reason to buy the game at the value its sold at (remember Ubi's comments on Sky rim being too cheap, same stupidity), so where added value is relatively cheap its more beneficial to release it as part of the game.

DLC works where the added value costs close to the value added to produce. It can't be paid through the original release.

More £40 sales is better than £30 sales and some of them buying DLC.

This is not a story about changing how we sell Mario or Pokemon

Smartwata.

What really sold Animal Crossing to women this time was, without question, smart phones.

Trollwata.

We deliver videos called Nintendo Directs to explain about our strengths via video sites, and the Introduction to Animal Crossing video has received 1.6 million hits on Youtube. What's more is that over half of those views have taken place from smart devices.

Miiverse is going to be pretty big on this stuff when they branch it out.
 

Galactic Fork

A little fluff between the ears never did any harm...
Side note: it always drove me nuts when the animals were like "Where have you been all day, bud? It's like 7pm!" I'd be thinking "At work, you fucking cow!"

Sadly the thing that made me stop playing Wild World was that I went a few days without playing, and everybody was pissy. The next time I took another longer break, I was scared to start because I didn't want to have to up with everybody being jerks. Other people can cut the grass dangit!
 

Chris1964

Sales-Age Genius
Animal Crossing is a special case that digital sales (both direct and from cards) have gone (way) up because of physical shortage. No one can deny that and it's not the standard for every other game.
 

Chris1964

Sales-Age Genius
I looked again at Wii U target for FY at hw and sw and since there will be epic Vita fail at both I try to understand what Nintendo will do first to reverse the situation. Price drop (that won't do many things since there aren't the proper games) or rushed releases (aka GameCube) trying to keep interest at an acceptable level.

Either way Nintendo has a 3DS situation again but whatever recovery this time will be much more difficult for different reasons.
 
I was also really surprised by the number of views that Nintendo Direct Special on AC had. Most of those views were probably japanese as well. I wonder how much they have at niconico.
 

Fredrik

Member
Nintendo has a 3DS situation again but recovery this time will be much more difficult for different reasons.
The 3DS recovery has mostly happened in Japan though, and I think WiiU will do fine over there. The west is the problem. 3DS will likely recover just fine in the west once 3DS Pokémon is out, but what will save WiiU in the west? I'm not sure they have a mass apeal title like that on consoles. Maybe Mario Kart?
 

idwl

Member
Nintendo seriously needs to bring out the cheque book. Get a few devs to port over their upcoming games and try to secure a few timed exclusives of semi big titles.
 

urfe

Member
I looked again at Wii U target for FY at hw and sw and since there will be epic Vita fail at both I try to understand what Nintendo will do first to reverse the situation. Price drop (that won't do many things since there aren't the proper games) or rushed releases (aka GameCube) trying to keep interest at an acceptable level.

Either way Nintendo has a 3DS situation again but whatever recovery this time will be much more difficult for different reasons.

I'm reserving judgement until their next press release/Nintendo Direct, etc.
 
Second said:
I've been lurking GAF since 2002 and I still don't know how this ******** hate started.
I think it's taken more personally around here because it was largely GAF and especially these weekly Japanese sales threads where it was birthed. ioi taking the results of various trackers and trying to combine them was something interesting. But when individual games were modified differently based on factors unclear to people who weren't him accuracy came more into question, and it was even harder to take seriously when he'd talk about his numbers as if they were the correct ones. Of course it's grown in all sorts of directions since those times.
Chris1964 said:
I looked again at Wii U target for FY at hw and sw and since there will be epic Vita fail at both
Is 5.5m hardware shipment really that far out of reach? PS3 had a slower start in Japan/NA and a much later European launch and still managed 3.5m shipped worldwide through its first March. (Notably, after being adjusted down from the 5.5m production number they gave previously.) It's the next quarters which will look a lot less impressive compared to a Wii with unfulfilled demand.
 
Top Bottom