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NPD Sales Results for July 2014 [Up1: 3DS LTDs, Wii U LTDs, Tomodachi]

jcm

Member
I'm sure someone much more knowledgeable than me could explain it better, but do you honestly think Nintendo would be making more money as a strictly-software publisher? Considering they sell their hardware at a profit, where would they be getting the money to replace what they lost by ditching their consoles?

Sega did everything they could with the Dreamcast to stay in the hardware race, you only have to see their current output to know how much worse they're doing.

Well, Nintendo hasn't made money as a platform-holder for several years. So making any money at all as a third party would be more money than they make now.
 

sörine

Banned
waI89Di.png

System sales on a trailing twelve month basis. From the end of the first full year of XBX/GCN sales. Includes only data on 6th, 7th and 8th gen systems, so the early part of the chart may underestimate; but par for the course doesn't seem that erroneous a description.

What's clear is that last gen was not par for the course, there was something anomalous there. There's a contraction or correction having occurred depending on the semantics you prefer, and the idea of the ALL chart returning to the stratospheric heights of 2009 is fanciful. But taking this relatively mundane July as some sort of omen or portent seems odd.
Are you accounting for the lack of 5th gen (+Dreamcast) early in the chart by cutting off sales on legacy platforms at a certain point? Like for example when successor platforms launch?

If not then wouldn't we be dealing with an apples/oranges comparison for everything but the center and end?
 

joecanada

Member
sörine;125528360 said:
Are you accounting for the lack of 5th gen (+Dreamcast) early in the chart by cutting off sales on legacy platforms at a certain point? Like for example when successor platforms launch?

If not then wouldn't we be dealing with an apples/oranges comparison for everything but the center and end?


also I would like to see the mean line plotted in there from more years.... the fact that current gen is on it's way up and looking pretty average to me... it's not much of a steep decline, nothing to write home about.
 
I suppose the trend doesn't surprise me. Smartphone and tablets are eroding mobile platforms' userbases, and the Wii's comparable is $150 more and had a lot more availability the holiday prior to sate initial demand. Additionally, 2006/2007 was the height of the economy since the 2001 crash.

The main difference is the lack of success of any console platform in Japan. Mobile has eaten even into console sales and next gen has yet to receive any significant developer support from Japanese, partly for the aforementioned reason and partly for their own financial struggles and lack of success in recent years.
 

Tripon

Member
Remember you are basing that off NPD software retail sales only. Digital sales revenue is not tracked by NPD, which I keep trying to point out. Digital sales revenue is absolutely booming year to year, so it makes NPD's software results increasingly anachronistic. Retail software sales are naturally declining yoy.

Anyway, Sony must be making a packet on PS4 digital sales. So your argument is flawed.

Just to be clear, are you claiming that digital sales are so significant (lets say 25% or more digital sales for each game) that NPD numbers are being affected by that much?
 

Massa

Member
Do those actually have a notably large ASP and unit volume these days for console games?

I'm mainly asking since looking at the release list for 2015, a lot of publishers seem pretty comfortable dropping last-gen at that point, even if they have it for all their Fall 2014 titles.

I imagine this varies based on the type of title, but I guess if there's a way to ask that question in an "overall" sense without being too sweeping.

We know that Watch Dogs sold 600k in its first 30 days in Latin America. 41% on current gen, 49% on old gen and 10% on PC.
 

lyrick

Member
Nintendo's Wii U PR managed to list every game coming to the console for the rest of the year. Four whole games.

You're excluding digital and third party...

Five digital only games were released on the Wii U yesterday (2 Virtual Console / 3 eShop).
Disney Infinity, Skylanders, Sonic, Just Dance and other are on their way from third parties as well.
 

Tripon

Member
Yeah at this point we're basically looking at a ~1:1 ratio of (360 + PS3) to (XB1 + PS4) sales as compared to last-gen and then everything else being hugely down.

If we total up industry sales it's not flattering. It's not surprising that Western publishers are largely focusing on select, safe bets at retail that only appear on the "stable" platforms and then everything else is going into f2p, digital, and mobile.

I'm not sure the F2P, digital, and mobile offerings are the type of risk taking we're used to though. The games that bring in the most revenue are safe offerings like that Kim Karadashian iOS game that rely on standard methods such as meters to make you wait or pay for instant access.
 

SMOK3Y

Generous Member
Bruno's are correct. My January number was way off. Not sure how that happened. Here's the corrected numbers:

Code:
  2007 Wii  2014 PS4  2014 XB1
Jan    436       271       141
Feb    335       270       258
Mar    259       371       311
Apr    360       [B]199[/B]       115
May    338       [B]197[/B]        77
Jun    382       269       197
Jul    425       [B]187[/B]       131
      2535      1764      1230

so going by this the PS4 has been under 200 a coupla times (not by much lol) so the 187 don't seem so bad to me now
 
Just to be clear, are you claiming that digital sales are so significant (lets say 25% or more digital sales for each game) that NPD numbers are being affected by that much?
In Ubisoft's Q1 report, they said the digital segment was 84 million euro. That equates to about 23% of total revenue for the quarter. It is definitely growing.

Take Two said:
For fiscal first quarter 2015, Non-GAAP net revenue grew 5% to $151.6 million, as compared to $144.3 million for the year-ago period. Non-GAAP net loss narrowed to $11.2 million, or $0.14 per diluted share, as compared to $47.1 million, or $0.54 per diluted share, for the year-ago period.

The largest contributors to Non-GAAP net revenue in fiscal first quarter 2015 were NBA® 2K14, Grand Theft Auto® V, Grand Theft Auto Online and Borderlands® 2. Non-GAAP net revenue from digitally-delivered content grew 43% year-over-year to $106.4 million, led by the Grand Theft Auto series, the NBA 2K franchise and offerings for Borderlands 2.
 
Do those actually have a notably large ASP and unit volume these days for console games?

I'm mainly asking since looking at the release list for 2015, a lot of publishers seem pretty comfortable dropping last-gen at that point, even if they have it for all their Fall 2014 titles.

I imagine this varies based on the type of title, but I guess if there's a way to ask that question in an "overall" sense without being too sweeping.

Looking at North, Central and South Americas, for example... territories outside of the US and Canada can account for around 6-10% of total sales. And the adoption rate of new consoles is quite low.

One way to look at it is, "hey, that's not a big number. And if you go new gen only, you're probably going to sell so much more in the US and Canada that you'd more than make up for not having the old gen versions". And you'd probably be right, particularly for the Core stuff.

The other way to look at it is... "okay, i'm a publisher. I've built sales and distribution offices in Brazil or Mexico or Czech. We have developing markets in these territories that are showing strong growth, better growth than we're seeing in more developed territories. In order to keep those territories growing, and keep those new customers happy, I have to have versions of my games people in those territories can buy and play".

So for a while we'll still see the FIFAs and CODs and those games that might have more global appeal keep going cross gen, while new IP, and games with a very Core focus (open world in particular) coming on the new consoles only.

It's a very tough balance, knowing that the big upsides are on the new consoles, but HW adoption rates trailing in developing territories.

Ubisoft's approach with Assassin's Creed is a really interesting (maybe the best?) approach to this challenge. We'll have to see how they do.
 

prag16

Banned
PS4 sales took a pretty big drop in the month of the Destiny Beta and release of TLOU. August could be ugly, unless somehow Madden draws more users to current gen.

And that's the best selling platform...

That's what I was thinking. September should see a huge rise, but August NPD thread will have all the doomsayers (including myself at times) back at it again.
 

Dire

Member
Consoles are also hurting by virtue of not being a good moba platform.

LoL's playerbase alone is close to 30 million.

You're off a bit.

LoL has close to 30million unique players per day..

They have about 70million unique players per month.

Even DotA2 has about 10million players a month now and is growing - fast.

Incidentally I think a MOBA could work fine on a console, but I think publishers are still stuck in the mindset that console gamers need everything dumbed down and made "accessible" for them. A "casualized" MOBA would be a disaster. And I think we really need to come up with a new word than casualized. The fact that you're seeing 80million+ players between LoL/DotA2 alone is clear evidence that "casuals" don't want to be spoon fed. Ironically we can even consider Minecraft for that matter. I'm sure many would call that a very casual game, yet it's by no means hand-holdy. The game has a very brief optional tutorial and then dumps you into an infinite world with infinite options and sets you free.
 
You're off a bit.

LoL has close to 30million unique players per day..

They have about 70million unique players per month.

Even DotA2 has about 10million players a month now and is growing - fast.

Incidentally I think a MOBA could work fine on a console, but I think publishers are still stuck in the mindset that console gamers need everything dumbed down and made "accessible" for them. A "casualized" MOBA would be a disaster. And I think we really need to come up with a new word than casualized. The fact that you're seeing 80million+ players between LoL/DotA2 alone is clear evidence that "casuals" don't want to be spoon fed. Ironically we can even consider Minecraft for that matter. I'm sure many would call that a very casual game, yet it's by no means hand-holdy. The game has a very brief optional tutorial and then dumps you into an infinite world with infinite options and sets you free.

Well League of Legends is in a different League playerbase wise...
 

Nirolak

Mrgrgr
Looking at North, Central and South Americas, for example... territories outside of the US and Canada can account for around 6-10% of total sales. And the adoption rate of new consoles is quite low.

One way to look at it is, "hey, that's not a big number. And if you go new gen only, you're probably going to sell so much more in the US and Canada that you'd more than make up for not having the old gen versions". And you'd probably be right, particularly for the Core stuff.

The other way to look at it is... "okay, i'm a publisher. I've built sales and distribution offices in Brazil or Mexico or Czech. We have developing markets in these territories that are showing strong growth, better growth than we're seeing in more developed territories. In order to keep those territories growing, and keep those new customers happy, I have to have versions of my games people in those territories can buy and play".

So for a while we'll still see the FIFAs and CODs and those games that might have more global appeal keep going cross gen, while new IP, and games with a very Core focus (open world in particular) coming on the new consoles only.

It's a very tough balance, knowing that the big upsides are on the new consoles, but HW adoption rates trailing in developing territories.

Ubisoft's approach with Assassin's Creed is a really interesting (maybe the best?) approach to this challenge. We'll have to see how they do.
Ah yeah, I didn't think about it from that perspective. There's a growing customer base to keep servicing who could potentially look elsewhere (be it other publishers or other industries) if they're not serviced.

Thanks.
 

Salex_

Member
You're off a bit.

LoL has close to 30million unique players per day..

They have about 70million unique players per month.

Even DotA2 has about 10million players a month now and is growing - fast.

Incidentally I think a MOBA could work fine on a console, but I think publishers are still stuck in the mindset that console gamers need everything dumbed down and made "accessible" for them. A "casualized" MOBA would be a disaster. And I think we really need to come up with a new word than casualized. The fact that you're seeing 80million+ players between LoL/DotA2 alone is clear evidence that "casuals" don't want to be spoon fed. Ironically we can even consider Minecraft for that matter. I'm sure many would call that a very casual game, yet it's by no means hand-holdy. The game has a very brief optional tutorial and then dumps you into an infinite world with infinite options and sets you free.
What on earth are you talking about? You can't play a LoL or DOTA style MOBA on console. A game like Smite works well (hence why the game is coming to consoles).

Also: Are you saying LoL isn't a "casualized" MOBA?
 

Dire

Member
That's what I was thinking. September should see a huge rise, but August NPD thread will have all the doomsayers (including myself at times) back at it again.

It's important to note that the September growth is absolutely inevitable. So an enormous jump over August is not actually a success in and of itself. The success comes in the exact magnitude of the growth, not its presence alone.

August is typically a crap shoot. I think trying to draw too many conclusions from it would be unwise one way or the other!
 

CREMSteve

Member
The Summer is always the slowest season for videogames. Why are people surprised that the numbers are lower? People are outside having fun enjoying the weather. Consoles sell in the Fall when it starts to get cold and people come inside to keep warm.
 
You're off a bit.

LoL has close to 30million unique players per day..

They have about 70million unique players per month.

Even DotA2 has about 10million players a month now and is growing - fast.

Incidentally I think a MOBA could work fine on a console, but I think publishers are still stuck in the mindset that console gamers need everything dumbed down and made "accessible" for them. A "casualized" MOBA would be a disaster. And I think we really need to come up with a new word than casualized. The fact that you're seeing 80million+ players between LoL/DotA2 alone is clear evidence that "casuals" don't want to be spoon fed. Ironically we can even consider Minecraft for that matter. I'm sure many would call that a very casual game, yet it's by no means hand-holdy. The game has a very brief optional tutorial and then dumps you into an infinite world with infinite options and sets you free.

Well Smite is coming right? Forget timeframe but I know it's first to X1 and next to PS4. Now if someone could figure out how to get a LoL or DotA2 on consoles and it actually be really good with hooks into the PC version (shared account at least) that would be huge.

Sort of how like everyone is suggesting they market a Minecraft Vita as it's the full PC experience on the go. If they can get DotA2 and LoL on consoles to feel right, that could be a big deal.

Edit:
Thinking about it, I think Wii U with the gamepad would be the closest to getting it right. At least the stylus can sort of act like a mouse click.

As to Smite, I'm surprised Hi-Rez is not brining Tribes Ascend over. Or maybe they don't support that game anymore. I know they stopped supporting Global Agenda to do Tribes Ascend and for a time supported both Tribes and Smite.
 
PS4 sales took a pretty big drop in the month of the Destiny Beta and release of TLOU. August could be ugly, unless somehow Madden draws more users to current gen.

And that's the best selling platform...

TLOU was only out 5 days. And people buy consoles to participate in betas? I wouldn't even be remotely concerned unless holiday months are very poor for all platforms. Even with all of the delays there's still Assassin's Creed, Far Cry 4, CoD, Shadow of Mordor, Dragon Age, Lords of the Fallen, Diablo 3, GTA V etc. to come for multiplatform titles. Spring is shaping up to be particularly strong too with Evolve, Witcher 3 and Batman all coming.
 
August is typically a crap shoot. I think trying to draw too many conclusions from it would be unwise one way or the other!

Yup.

Since 2009, the average drop in HW units from June to July averages right around this year's, with little variation.

Average change from July to August has been 0%, but it's been as low as a -teen% decline to +teen% growth.

Summer months are all pretty meaningless in the big picture.
 
Thanks for crunching these numbers out. People need to drop the PR spin and face the reality of the market. If the console market was really so healthy, companies wouldn't keep bleeding money.

People are still having a hard time accepting that the handheld market is on its way out. At the end of the day the average consumer doesn't want to play a $60 million budget blockbuster for three hours at a time, but would rather play a $60,000 budget casual game for three minutes at a time.
 
What on earth are you talking about? You can't play a LoL or DOTA style MOBA on console. A game like Smite works well (hence why the game is coming to consoles).

Also: Are you saying LoL isn't a "casualized" MOBA?
Guardians of middle earth is a MOBA on ps3.
 
Ah yeah, I didn't think about it from that perspective. There's a growing customer base to keep servicing who could potentially look elsewhere (be it other publishers or other industries) if they're not serviced.

Thanks.

But question is how many last gen system get sold in those areas to begin with .
PS3 and 360 are not PS2 when it comes to price and i don't think the market penetration as high because of that .
It crazy to think 8 years later PS3 cost $250 to $300 and PS4 cost $400 .
It rather easy to see why last gen sales die so fast while also seeing why it much harder to get market penetration in emerging markets .
 
sörine;125528360 said:
Are you accounting for the lack of 5th gen (+Dreamcast) early in the chart by cutting off sales on legacy platforms at a certain point? Like for example when successor platforms launch?

If not then wouldn't we be dealing with an apples/oranges comparison for everything but the center and end?
It's kind of stated right there as a caveat that the 5th gen info isn't in that chart; I don't have that info - and it would be good to include if possible. I don't know how much of an impact the N64 or the PS1 would have had on the TTM in for instance December 2002 (i.e. the 12 month period beginning 15 months after the launch of the PS2). If I were to hazard a guess I imagine it wouldn't be major, as I think the PS2's long tail is pretty anomalous - although I'm open to being corrected on this. It's definitely not being replicated now with these legacy platforms.

I don't recall when the Dreamcast would have left store shelves in the US.
 

Makareu

Member
What on earth are you talking about? You can't play a LoL or DOTA style MOBA on console. A game like Smite works well (hence why the game is coming to consoles).

Follow diablo 3 console gameplay, use the touch pad of the ds4 for the minimap, and here is your moba for console.
 

Dire

Member
Follow diablo 3 console gameplay, use the touch pad of the ds4 for the minimap, and here is your moba for console.

I believe he was trolling.

There are already people actively playing LoL with a controller and that was a game that most certainly was made with 0 concern given to controllers as an input device. It's actually quite trivial to convert practically any PC game to use controller input. I enjoy playing PC games on the TV in the living room with a controller so xpadder and I have become quite familiar friends. The thread that was had on gaf claiming "an MMO would be impossible on a console. too many hotkeys!" was rather humorous. Apparently super duper complex concepts like pressing up/down/left/right to toggle the state of your controller are just beyond them.
 

Nirolak

Mrgrgr
But question is how many last gen system get sold in those areas to begin with .
PS3 and 360 are not PS2 when it comes to price and i don't think the market penetration as high because of that .
It crazy to think 8 years later PS3 cost $250 to $300 and PS4 cost $400 .
It rather easy to see why last gen sales die so fast while also seeing why it much harder to get market penetration in emerging markets .

Well a lot of publishers started making f2p versions of their primary games for BRIC.

Like the target audience for Battlefield play4free isn't the markets where Battlefield sells 2 million copies in its debut month.

FIFA World has a similar target audience even though they brought it to the primary markets as well recently.

However, these games aren't as fully featured, and as the markets get more prosperous, they tend to like the better versions, and a console market starts to emerge to an extent.

That or you want a PC version that's ideally scaleable without losing the high end market in other regions, since expectations of what a PC version is can vary from market to market. Konami is running into this right now with PES for example.
 
Follow diablo 3 console gameplay, use the touch pad of the ds4 for the minimap, and here is your moba for console.

While I still think console users will never be able to compete with the best PC users I agree the concept could work really well for "easier" MOBA´s like LoL.
 
The PSP was a pretty successful system for the first half of its life that Sony let rot on the vine while they focused on reviving the PS3.

Handhelds ultimately seem like a bit of an outmoded market, but I think they could have made a better go of the Vita had they actually really supported the device and built up a library of series people liked instead of just handing it off to third parties.

They had a similar issue with the PS3 when they had a sparse line-up of first party titles people cared about going into that generation.

I think that is a bit unfair. Sony has made an earnest effort to support the Vita in 2012. UC, GR, HST, LBP; wipeout, Unit 13, Resistance BS, and all the PSN games that came to it. I think the Vita had the best unique (exclusives) launch line up ever. Sony failed miserably in having third party support both in Japan and the west. For instance instead of money hatting Mickey and BR2, Sony should have money hated Take Two and had GTA Vita ready for May 2012, and RDR October 2012. Sony failed miserably in securing third party support, but i think they have done decently in first party stuff in 2012. Of course they could have done much better like make or convert a GT for the Vita and make it ready for Vita launch.

Sony´s biggest mistake for the Vita is that the Vita was over engineered. Oled and 528 MB Ram were too much and made the cost high and inaccessible for a lot of consumers. Yeah, people buy smart devices by the truck load, but these smart devices have much more functionality and don´t have social stigma in public use as gaming devices.
 

Nirolak

Mrgrgr
I think that is a bit unfair. Sony has made an earnest effort to support the Vita in 2012. UC, GR, HST, LBP; wipeout, Unit 13, Resistance BS, and all the PSN games that came to it. I think the Vita had the best unique (exclusives) launch line up ever. Sony failed miserably in having third party support both in Japan and the west. For instance instead of money hatting Mickey and BR2, Sony should have money hated Take Two and had GTA Vita ready for May 2012, and RDR October 2012. Sony failed miserably in securing third party support, but i think they have done decently in first party stuff in 2012. Of course they could have done much better like make or convert a GT for the Vita and make it ready for Vita launch.

Sony´s biggest mistake for the Vita is that the Vita was over engineered. Oled and 528 MB Ram were too much and made the cost high and inaccessible for a lot of consumers. Yeah, people buy smart devices by the truck load, but these smart devices have much more functionality and don´t have social stigma in public use as gaming devices.

Sony didn't have unique brands for their handheld line that people cared about though.

They had to launch the system entirely on what were seen as either spin-offs or b-team versions of console games and new IPs.

By comparison, the 3DS has things like Pokemon that were pioneered and focused on as handheld series.

For the games they put on there, they would also often use direct mainline numbering like Mario Kart 7, whereas no one would expect to see Uncharted 4 on there.

Now, given the system was never going to do especially great, that made sense from an investment perspective, but at some point why are you releasing the device if it's only for side products in a market increasingly polarized to the biggest titles.
 
While I still think console users will never be able to compete with the best PC users I agree the concept could work really well for "easier" MOBA´s like LoL.

control support can come later, they should focus on a release of dota2/lol with full m/k support and see what happens. cheapest moba boxes on the go ever. (it would work like trojan horses in the moba-only players homes)

i really want this to happen honestly, would love to play dota2 on my PS4.
 
Sony didn't have unique brands for their handheld line that people cared about though.

They had to launch the system entirely on what were seen as either spin-offs or b-team versions of console games and new IPs.

By comparison, the 3DS has things like Pokemon that were pioneered and focused on as handheld series.

For the games they put on there, they would also often use direct mainline numbering like Mario Kart 7, whereas no one would expect to see Uncharted 4 on there.

Now, given the system was never going to do especially great, that made sense from an investment perspective, but at some point why are you releasing the device if it's only for side products in a market increasingly polarized to the biggest titles.

Yup, vita never really had a market. The ROI by putting more big titles on it would just result in losses. It was worth it to release those big names at launch to see if the interest was there, but it just couldn't pull interest away from mobiles/tablets and Nintendo's established position. I suppose they're likely content with Japan performance finally, however.
 
I think that is a bit unfair. Sony has made an earnest effort to support the Vita in 2012. UC, GR, HST, LBP; wipeout, Unit 13, Resistance BS, and all the PSN games that came to it. I think the Vita had the best unique (exclusives) launch line up ever. Sony failed miserably in having third party support both in Japan and the west. For instance instead of money hatting Mickey and BR2, Sony should have money hated Take Two and had GTA Vita ready for May 2012, and RDR October 2012. Sony failed miserably in securing third party support, but i think they have done decently in first party stuff in 2012. Of course they could have done much better like make or convert a GT for the Vita and make it ready for Vita launch.

Sony´s biggest mistake for the Vita is that the Vita was over engineered. Oled and 528 MB Ram were too much and made the cost high and inaccessible for a lot of consumers. Yeah, people buy smart devices by the truck load, but these smart devices have much more functionality and don´t have social stigma in public use as gaming devices.

Best thing Sony could have done for Vita third party wise would have been getting Minecraft to the console way way earlier. I don't know what deal MS had with Mojang though so maybe it was impossible.
 

sörine

Banned
It's kind of stated right there as a caveat that the 5th gen info isn't in that chart; I don't have that info - and it would be good to include if possible. I don't know how much of an impact the N64 or the PS1 would have had on the TTM in for instance December 2002 (i.e. the 12 month period beginning 15 months after the launch of the PS2). If I were to hazard a guess I imagine it wouldn't be major, as I think the PS2's long tail is pretty anomalous - although I'm open to being corrected on this. It's definitely not being replicated now with these legacy platforms.

I don't recall when the Dreamcast would have left store shelves in the US.
Right, I understood that 5th gen was excluded. That's why I asked if any effort was made to replicate that exclusion for later years to make a more meaningful comparison. My suggestion was eliminating console sales once a successor hit market. Not a perfect remedy by any means but it may help.

Dreamcast was formally discontinued in March 2001. That was production but I don't know when shipments ended or shelves were clear.
 
The Wii sold 900M pieces of software, but I do agree that the major publishers never really invested significantly in the Wii.

The real issue is growth: because development costs continue to escalate, the publishers need growth to sustain the track they've been on for decades. The problem, then, is that this Wii audience (which is now a mobile/casual/browser/social audience) is where all the growth is.

So I agree that the big publishers have not really invested all that heavily in to what we refer to as the "casual audience," but that is in itself a big problem. They need growth, and there missing out on all of it right now, which is what has allowed companies like King and GungHo and Supercell to rise so rapidly and astronomically; they're swimming in the growth area of gaming with little competition from the established players in the gaming market.
Don´t you think emerging markets, like BRIC countries, Eastern Europe, Latin America, and the rest will help grow the industry?
 
sörine;125540423 said:
Right, I understood that 5th gen was excluded. That's why I asked if any effort was made to replicate that exclusion for later years to make a more meaningful comparison. My suggestion was eliminating console sales once a successor hit market. Not a perfect remedy by any means but it may help.

Dreamcast was formally discontinued in March 2001. That was production but I don't know when shipments ended or shelves were clear.

Shipments continued post-discontinuation so Sega Corporation could clear out existing inventory. That's when you started to see the discounts.
 

Pociask

Member
Sony didn't have unique brands for their handheld line that people cared about though.

They had to launch the system entirely on what were seen as either spin-offs or b-team versions of console games and new IPs.

By comparison, the 3DS has things like Pokemon that were pioneered and focused on as handheld series.

For the games they put on there, they would also often use direct mainline numbering like Mario Kart 7, whereas no one would expect to see Uncharted 4 on there.

Now, given the system was never going to do especially great, that made sense from an investment perspective, but at some point why are you releasing the device if it's only for side products in a market increasingly polarized to the biggest titles.

Once PSP lost Monster Hunter exclusivity, wasn't it pretty much game over anyway? II'm not discounting other titles that sold well - I mean in terms of software that pushed hardware. It seems like once Sony lost that, rather than coming up with some new proposition, either with a first party title or with a third-party, they kinda just gave up. Whether it was on purpose or not, the Vita also seemed to fall victim to an arms race with Nintendo. When Nintendo didn't come out with another long-battery-life low-cost machine, but instead with something priced at PSP levels, Sony seemed to respond by making the Vita even bigger and better - and costlier (pre-Recession, maybe it works - but post-recession?).
 

Salex_

Member
*Random Rage*

Meltdown. lol. Surprised you were conscious enough to edit out your ridiculous post.

When I said "LoL or DOTA style" I was talking about a game with all of the standard control options. The DS4 has an "ok" (at best) way to control the map, what about the X1? Obviously you can design the game around these issues though.

3rd person MOBAs works perfectly. There's also a ton of different genres in 3rd person that the console player-base is used to playing. I always wanted to see a game like Dynasty Warriors evolve into a 5v5 online MOBA-like game.
 
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