Yeah 2017 is not accurate, because it's 27% higher than 2016 as per the OP.Just a small observation: are those numbers for 2017 accurate? Don't we know that the Switch did 4.8 million last year in the US?
Yeah 2017 is not accurate, because it's 27% higher than 2016 as per the OP.Just a small observation: are those numbers for 2017 accurate? Don't we know that the Switch did 4.8 million last year in the US?
I mean, it felt logical to many outside the gaming sphere (and even some within) at the time that this was going to be the natural progression of things, but mobile very quickly proved to be a huge and terrible analogue to the Wii: enormous userbase attracts predatory publishers looking to pawn garbage "experiences" off on unsuspecting and undiscerning consumers, leaving the ecosystem stripped of core appeal outside of the occasional developer with a product that sells on word of mouth, while most other developers wrote it off as difficult or unprofitable and moved over to competing platforms.
Within a few years, mobile had gone from the future of gaming to a a dystopian landscape of wretched and malformed digital garbage, a bunch of square icons with C and D-tier animated characters moaning and reaching for your wallet like so many twitching and almost human Silent Hill nightmares.
Sony didn't feed off of ms. MS drove fans away by alienating eu gamers who are concerned about the cost of always downloading and being treated as a 2nd and even 3rd tier market blatantly. They alienated everyone by creating fear over kinect spying on them and the threat of killing off used games sales.By cannibalizing the Xbox market? That just means that customers aren't loyal to a single brand and will shift back and forth; it doesn't mean the total audience for dedicated game machines isn't shrinking.
In other words, the roaring success of PS4 does largely come down to console wars.
It also probably comes down somewhat to OG Xbox, Xbox 360, and PS3 having relatively poor starts that make for more favorable comparisons.
Sony didn't feed off of ms. MS drove fans away by alienating eu gamers who are concerned about the cost of always downloading and being treated as a 2nd and even 3rd tier market blatantly. They alienated everyone by creating fear over kinect spying on them and the threat of killing off used games sales.
It hasn't really and it isn't a very healthy model IMO. It's only winning because of the sheer potential audience size. With traditional games you have a number of business modelsMobile is still growing. Their business model for better or worse has won out.
I don't know how you inferred all when I was talking about ms.So you're saying all of those fears kept people away from all consoles period? Customers were clearly flocking to PlayStation from Xbox this gen - the reasons why don't change that that's market cannibalization.
Don't pat yourself on the back too hard. The future of AAA gaming has become taking the mobile model and making people pay a $60 entry fee for it. An entry fee that only gets you in the club, not even close to the full experience.
As the AAA market is still the growth driver of the larger gaming market, it's a pyrrhic victory at best.
It hasn't really and it isn't a very healthy model IMO. It's only winning because of the sheer potential audience size. With traditional games you have a number of business models
1. High end "static" games with a large upfront cost ($60)
2. Low/mid scale "static" games that can cost anywhere from $5-$40 (where indie games usually fall under)
3. High end GaaS with an upfront cost, supplemented through microtransactions and/or DLC
4. Low/mid scale F2P GaaS, supplemented through microtransactions and/or DLC
Between those business models, which are actually fairly fluid and not as rigidly defined, you can support all types of games at all scales. Although, like every industry, the majority of revenue/profits is largely concentrated, the curve is much wider and all manner of devs can see success and recoup their dev costs.
With mobile, you've essentially eliminating #1 and #3, and #2, as a result of MASSIVE price deflation, only supports a much smaller price range (usually only up to $10). Success is even more concentrated and even those who see success do so on the backs of exploitative whale fishing meaning a mere 2-3% of customers buying massive amounts of microtransactions and essentially supporting the rest of the player base's costs. Because you have much fewer pricing models that see success you naturally have much fewer devs who can afford to take a chance in that market.
I'll repeat, mobile's only advantage is in numbers. The business models for that market are largely garbage for most devs, even moreso than the already competitive traditional gaming market
That doesn't really change what I said and reducing mobile to just mtx is VASTLY ignoring the other elements of the business/pricing models that I stated. Traditional games having more prevalent mtxs is a natural evolution, started on PC, not mobile, and more of a result of the larger prevalence/adoption of internet connectivityMtxs are a part of AAA gaming today. That was not the case at the start of this gen. Same with leaning heavily on GaaS in hopes of generating more revenue from mtxs.
Yup. I'm glad I'm not a big fan of AAA games or else I'd feel horribly squeezed by the big publishers right now.Basically there are less consoles sold, but y'all be spending more on games and microtransactions.
Console gamers are whales now. Congrats.
That doesn't really change what I said and reducing mobile to just mtx is VASTLY ignoring the other elements of the business/pricing models that I stated. Traditional games having more prevalent mtxs is a natural evolution, started on PC, not mobile, and more of a result of the larger prevalence/adoption of internet connectivity
Yup. I'm glad I'm not a big fan of AAA games or else I'd feel horribly squeezed by the big publishers right now.
Mobile proved its viability. Also last I checked the most played game on consoles right now is F2P. I am not arguing that there is no price variability on consoles. Just that lots of ideas that proved successful on mobile have been adapted to consoles.
When exactly did you check? What games are you even talking about? GTAV certainly isn't F2P. PUBG isn't F2P.
That's a very generous way to interpret the trends. I just see a lot of business practices that are designed to benefit the publishers without doing much for consumers.Or.............. the market has expanded and become so diverse now that everyone can find experiences that they enjoy, wherever they want to enjoy them.
It's probably Fortnite.When exactly did you check? What games are you even talking about? GTAV certainly isn't F2P. PUBG isn't F2P.
Even just last year, with people predicting the doom of the Switch. It's all kinda silly.
Is this a joke? Nintendo's stock literally dropped after the announcement and it was largely thought to be middling at best
https://www.gamespot.com/articles/nintendo-stock-price-drops-after-latest-switch-new/1100-6446912/
lol :)Bitcoin saved the console market because Gaming PC parts are too expensive.
;)
It did. PS4 paved the way for Switch to be a success because Wii U definitely wasn't calming any fears about consoles.
Good, now can we get some more competition in the console space please? Hopefully, other companies take note and we get at least 1 more major player in the console space to compete with the big 3. I think this will help prevent against Microsoft or Sony doing something really anti-consumer in their future consoles (e.g. Microsoft trying to implement always online DRM, potential for Microsoft and/or Sony to release a console without an optical drive, etc.).
PS4 carried the industry when the Wii U and Xbone failed and bombed.More like new consoles after almost 10 years saved the console market.
But more people are gaming on PC's, mobiles and tablets than on consoles. Those are inherently more inferior experiences than dedicated consoles. It used to be that console gaming has more users than any other sector.
Consoles? Where we're going, we don't need consoles
Cinema-like quality might be a ways off for Square Enix—at least until "real-time ray-tracing becomes possible"—but Tabata has his sights set on a different way of gaming. Like others in the industry, he believes that sooner or later, the hardware required to render games will move away from the home and into the cloud. Services like Sony's PlayStation Now or Nvidia's GeForce Now offer a tantalising glimpse at such a future, although the cutting-edge broadband technology required to use them at their best isn't widespread.
"We don't know if there will even be consoles in the future," says Tabata. "But rather than go with console hardware, the idea of doing the rendering on a server and sending that information to the device via the cloud is probably a better way of getting [Kingsglaive] levels of fidelity than on the console itself. Looking at the current direction infrastructure, it's clear that most of the processing will be done remotely and accessed via a client."
"There will be a lot of things that change in that case," continues Tabata. "There will be a lot more variation and broadening of style of games. The game itself will be one thing. The devices that people access it from will be varied, and that will affect how the core game is designed... It's not going to be like it is at the moment with an easy-to-understand PC, smartphone, console. In the future there will be a lot more devices. For example, you may have a home utility robot, and that may have a game of some kind on it. Or even now you see Android incorporated onto TVs. The point of access, and the places people play games, will change."
F2P was proven on PC 6 years before IPhone existed, and by the time first mobile-app store opened standalone F2P PC-game market was around 8 billion/year.
There was hardly any consensus to say Gaf did or did not feel a certain way.
Only in the USA. The Xbox One has fallen behind the Xbox 360 wordlwide. PS4 is tracking ahead of PS3.
Nah, Wii was still selling extraordinarily well until Nintendo stopped supporting it with a steady stream of new software, circa 2011. Not being a GTA/COD/RDR box never stopped it selling prior to that, and not being a GTA/COD/RDR box isn't going to stop Switch, either.Wii had advantages of being $249 and waggle innovation against hugely more expensive PS360 competition, but fell off hard once it was clear that it couldn't be a GTA/COD/RDR box for the masses post 2010ish. Sub HD console in 2011+ was a tough sell when the third party support was so awful and the outstanding 1st party stuff was so few and far between.
PS4 carried the industry when the Wii U and Xbone failed and bombed.
F2P was proven on PC 6 years before IPhone existed, and by the time first mobile-app store opened standalone F2P PC-game market was around 8 billion/year.
All mobile proved was viability of the said business models on portable devices.
Fanboy alert
Bitcoin saved the console market because Gaming PC parts are too expensive.
;)
This is true.
Some key things people forget about 7th gen :
360 didn't start out all that strong. Supply was an issue, and outside of really nerfed 'arcade' model, it was $399 without even a wifi adapter to get a decent unit for years after launch. Sales in 05-06 were respectable but not amazing. Once Gears and Halo 3 came out it really picked up, along with more price cuts eventually cutting it to $299 for decent systems with HD and Wifi. This is why I find Microsoft's constant comparisons to 360 sales to make it seem like X1 was a huge hit kind of off putting and disingenuous. The 360 was a bit of a slow burn, and one that later got a huge 2nd wind with Kinect gimmick mania. The X1 has largely stalled outside of holidays, has needed multiple firesale events to boost sales, needed to drop Kinect to lower cost of entry within months of release, and has no 'Kinect' level 2nd wind on the horizon. However, there is a gigantic consumer base who absolutely will not spend over $199 on a console, so if MS beats Sony to that price point for a notable length of time it could really boost their fortunes in the US.
PS3 similarly was a slow burn thanks to exorbitant prices and a critical lack of meaningful exclusives for a while. Once slim and $299 were a thing along with Uncharted 2, God of War 3, etc, it got its wings.
Wii had advantages of being $249 and waggle innovation against hugely more expensive PS360 competition, but fell off hard once it was clear that it couldn't be a GTA/COD/RDR box for the masses post 2010ish. Sub HD console in 2011+ was a tough sell when the third party support was so awful and the outstanding 1st party stuff was so few and far between.
Anyway, I do wonder why we don't compare PS3/360/Wii sales to PS4/X1/U.