This is a point I never really considered before. Especially on 3DS and not just Tekken either, 3DS saw a several "core" Namco IP efforts like Ridge Racer, Ace Combat, Tales and a Monolith collab (Project X Zone) that seem to be confoundingly skipping Switch now.
Tales is there (Abyss port = Vesperia port), Ridge Racer well if rumours were to be believed it was supposed to happen early on. Ace Combat went for "AAA looking" style successfully
The Monolith collab is something I'm more curious about, it was strange that a now 100% owned Nintendo studio kept on making Bamco games, I wonder if it was part of a contract (like Bamco sold Monolith to Nintendo but had a 10 years span to keep making use of their 2D team to publish some games) or was just some sort of gentleman's agreement.
Probably a mix of both honestly, the Mugen no Saga games clearly were legacy titles of a Bamco managed IP and Project X Zone crossovers kept on the same fundations (dated back to Namco X Capcom). With PxZ2 having dissapointing results all around it begs the question of what the Monolith/Banpresto team will be doing now, if they left, are doing grunt works for others Monolith projects, have another project altogether and if so if it's published by Bamco or Nintendo.
It's been 4 1/2 years now, it they are working or something we should have heard of it by now, and the writing does seem to be on the wall
Banpresto was dissolved last year, so that combined with Ishitani and Morizumi leaving Monolith Soft doesn't exactly inspire confidence. All of their staff is likely working on the next Xenoblade, BotW2 Xenoblade DE, and the their fantasy action game in addition to whatever other projects they are assisting on.Tales is there (Abyss port = Vesperia port), Ridge Racer well if rumours were to be believed it was supposed to happen early on. Ace Combat went for "AAA looking" style successfully
The Monolith collab is something I'm more curious about, it was strange that a now 100% owned Nintendo studio kept on making Bamco games, I wonder if it was part of a contract (like Bamco sold Monolith to Nintendo but had a 10 years span to keep making use of their 2D team to publish some games) or was just some sort of gentleman's agreement.
Probably a mix of both honestly, the Mugen no Saga games clearly were legacy titles of a Bamco managed IP and Project X Zone crossovers kept on the same fundations (dated back to Namco X Capcom). With PxZ2 having dissapointing results all around it begs the question of what the Monolith/Banpresto team will be doing now, if they left, are doing grunt works for others Monolith projects, have another project altogether and if so if it's published by Bamco or Nintendo.
It's been 4 1/2 years now, it they are working or something we should have heard of it by now, and the writing does seem to be on the wall
NieR 10th Anniversary Live Stream: Missed Information Edition - Gematsu
Square Enix will host a "NieR 10th Anniversary Live Stream: Missed Information Edition" on April 22 at 20:00 JST. You will be able to watch it on Niconico. The broadcast, which is on the actual 10th…www.gematsu.com
So there's another presentation regarding NieR RepliCant on the 22nd literally titled "Missed Information".
...
I can certainly think of a missed bit of info in particular that they are in vital need of correcting.
What would you expect a Danganronpa trilogy to do on the Switch? (I dont mean to single you out, sorry, i mostly just qoute your post since its the last(?) post in that discussion. But its a general question for everyone). Its would be the 4th release of Danganronpa 1 and 2 (PSP, Vita, PS4). The PS4 release sold about 10k (maybe 12k-15k with the download version included). It would only be the 2nd release of Danganronpa 3 however, so maybe that would have some bigger potential at least?
To be a bit fair, it might not be too far fetched that they didnt have the knowledge back then (or thought it would be way too much work to do the optimization) to get the game up and running at an acceptable level :P Even today the game (Jump Force) is listed with "up to 30fps" (even with that, i still expect the game to be more than playable, just to mention that, so i dont think an "up to 30fps" necessarily means that bad performance). The porting tools and knowledge around Switch porting is probably better now than it was ~2 years ago, and maybe thats something to do with it. Thats just my guess though, that maybe could have been one factor to it. Do we know who is doing the Jump Force port by the way?Can't wait to play SAO Lycoris on Switch next year when they magically find a way to make it run.
What would you expect a Danganronpa trilogy to do on the Switch? (I dont mean to single you out, sorry, i mostly just qoute your post since its the last(?) post in that discussion. But its a general question for everyone). Its would be the 4th release of Danganronpa 1 and 2 (PSP, Vita, PS4). The PS4 release sold about 10k (maybe 12k-15k with the download version included). It would only be the 2nd release of Danganronpa 3 however, so maybe that would have some bigger potential at least?
What are the best selling premium games on mobile by the way? I see that the different Ace Attorney games have "10k+" on Android (which range anywhere from 10k to 50k if i'm not mistaken). Dragon Quest 8 is at 50k+ (range between 50k to 100k i think). I have no idea about iOS. Seems that the iOS App Store only lists number of ratings and not the number of downloads/installs.
Thank you.
At this point i think 10 million seem very likely and it honestly can do even more than that.
The game will probabily sell 7 million this year.
The number of third-party games that have sold more than 5 million units in Japan is exactly 0.i had no idea even pokemon sold that well. i figured there'd be a dragon quest up there somewhere at least. smb i can sort of see since it came as a pack in, but all thoe other games are insane. even nsmb i thought barely cracked 4 million
10 million units is kind of pushing it. That would be a prety insane result
Potentially 6M shipped in 13-14 weeks for a known leggy franchise on a console known for extending legs of Software beyond what has been typical. I think #1 all time is matter of when, not if.
Indeed, sounds like it hit 7.30m https://www.4gamer.net/games/091/G009105/20091121003/Thank you.
EDIT:
Seems it's sell-in data as March 2000.
Pokemon Gold/Silver may have shipped slightly more in Japan after that date.
IIRC Bandai Namco still owned ~16% of Monolithsoft for quite a while.
Banpresto was dissolved last year, so that combined with Ishitani and Morizumi leaving Monolith Soft doesn't exactly inspire confidence. All of their staff is likely working on the next Xenoblade, BotW2 Xenoblade DE, and the their fantasy action game in addition to whatever other projects they are assisting on.
I doubt there was any sort of deal. Just people within the studio who wanted to continue working together was enoughThey owned 16% from 2007 to 2012, looking at it maybe they had a 10y deal after selling most of the shares to publish games from Monolith, by 2012 they probably gave up on any extension and after PxZ 2 they deemed PxZ3 as not being viable in that timeslot, most of the people involved in that relationship were informed and this is where we"re at today.
Would be a shame to see that whole team gone though, they were one of the last studio to put out decently animated 2D games and I'm not sure of how that skillset would prove to be useful in farming assets for others Nintendo games or their 3d RPG games...
Definitely agreed on that.Would be a shame to see that whole team gone though, they were one of the last studio to put out decently animated 2D games and I'm not sure of how that skillset would prove to be useful in farming assets for others Nintendo games or their 3d RPG games...
Wouldn't that equal to 2.94M (=4.2*0.70)?Also from TGS 2018, Monster Hunter 4 Ultimate shipments from CESA Games White Paper (2.70m) seem outdated as Capcom showed a 70% sales ratio from Japan, which would mean 2.87m.
What we know is that Pokemon R/G/B+Y+G/S+C sold around 23M in Japan in total.Indeed, sounds like it hit 7.30m https://www.4gamer.net/games/091/G009105/20091121003/
My bad, I was looking at base MH4 sales on Capcom's platinum titles list for some reason.
Finally found some domestic shipments data for Monster Hunter: World - 2.9m as of August 20, 2018.
Also from TGS 2018, Monster Hunter 4 Ultimate shipments from CESA Games White Paper (2.70m) seem outdated as Capcom showed a 70% sales ratio from Japan, which would mean 2.94m.
Indeed, sounds like it hit 7.30m https://www.4gamer.net/games/091/G009105/20091121003/
Monster Hunter Portable 2nd G domestic shipments exceeded 4m too (yeah, Capcom can be so annoying sometimes)In the 40 years old japanese console industry history just 5 third-party games have sold above 4M (MHP3, DQIX, DQVII, MH4, FFVII).
Me too !!Seeing how Animal Crossing New Horizons charting and setting records like that really makes me want to see Capcom put a new Monster Hunter on Switch. Want to see how high it can go in Japan.
To be a bit fair, it might not be too far fetched that they didnt have the knowledge back then (or thought it would be way too much work to do the optimization) to get the game up and running at an acceptable level :P Even today the game (Jump Force) is listed with "up to 30fps" (even with that, i still expect the game to be more than playable, just to mention that, so i dont think an "up to 30fps" necessarily means that bad performance). The porting tools and knowledge around Switch porting is probably better now than it was ~2 years ago, and maybe thats something to do with it.
Maybe it's just me, but all the expectations that ACNH will easily get into the top 5 best selling titles and probably get "way past" 6M+ sales are a bit premature. It's selling ridiculously well thus far, and it's quite possible it'll do super well, but anything could happen. Just saying I don't want folks setting expectations so high, that they get disappointed if it sells "only" 6M, which would already be crazy.
170./000. [PS4] Monster Hunter: World [1][Best Price] # <ACT> (Capcom) {2018.08.02} (¥4.990) - 24.097 / NEW (4.889 <15,70%>)Media Create CY 2018
[PS4] Monster Hunter: World # <ACT> (Capcom) {2018.01.26} (¥8.980) - 2.029.941 / NEW (1.245.169 <92,07%>)
This includes all 2018 sales, but probably retail shipments didn't change much since I believe retailers were already cutting its price by August.
Then should be between 850-900k digital.
Hopefully on May 7 we'll get a clearer idea of ACNH's digital performance so we can set our expectations more accurately. Regardless, it's very exciting to see a game selling near record levels.Maybe it's just me, but all the expectations that ACNH will easily get into the top 5 best selling titles and probably get "way past" 6M+ sales are a bit premature. It's selling ridiculously well thus far, and it's quite possible it'll do super well, but anything could happen. Just saying I don't want folks setting expectations so high, that they get disappointed if it sells "only" 6M, which would already be crazy.
Yeah, good point about the west. It could have been a better potential there.In Japan not much, late ports don't sell well there. 10-20k sound right.
In the west is another story and it could be another Ys VIII situation.
You're right. And just to be clear, i didnt just say that it was about being unaware though, i also mentioned about having the knowledge. Having the knowledge to get a proper port out the door. Getting some of these ports to work in a good enough state can require quite some work and technical skills after all. I'm not saying that their developers are poorly experienced or anything like that either, just to point that out. I'm sure they have many talented developers on a technical level, but some games are more demanding to port than others. And i'm not saying this is the only case (about having enough knowledge), but i could maybe see it be a factor into it in some cases, at least at that time (mid 2018) when the Switch was even newer than it is now. That said, its also possible that they just believed that it wasnt possible from a technical standpoint and just guessed it of course (that they never bothered to try in the first place, as you mention), but in that case, then its a matter about being unaware, or how do you mean? But what the reason(s) is will just be speculation on either side =)Activision was saying it was impossible to get Crash N Sane Trilogy was impossible to get running on the Switch until an employee devoted their whole weekend to getting a level running just to make a case (and I hope this guy/gal got a nice bonus for it cause it has sold great).
It's not a matter of being unaware. Of course they were unaware, they never bothered to try. Right from when the Switch launched there was a subset of users continually saying, you can pretty well port anything to the Switch if the deisre is there. That has held true because hardware isn't magic. The Switch isn't an N64.
Read the dev diary on getting Titanfall on the 360 for instance. Where there is a will there is a way.
Wait, on Capcom's website it's reported 2nd G hit 3.80M:Monster Hunter Portable 2nd G domestic shipments exceeded 4m too (yeah, Capcom can be so annoying sometimes)
14 | 2008年3月 | モンスターハンターポータブル 2nd G | PSP,DL | 380 |
---|
That's what I meant, probably a case of some 'PSP the best' versions not being included. Capcom is always weird with what versions they decide to combine or not. Worldwide it's over 4.5m http://www.capcom.co.jp/ir/news/html/100827.htmlWait, on Capcom's website it's reported 2nd G hit 3.80M:
14 2008年3月 モンスターハンターポータブル 2nd G PSP,DL 380
Am I missing something?
Yes, I thought about it (Capcom speratating the two SKU) but the Best Price sku should be over 1M so it should be listed but isn't.That's what I meant, probably a case of 'PSP the best' versions not being included. Capcom is always weird with what versions they decide to count or not.
I looked at game data library to check 2G sale and the best version has 3 sku (PSP the best, PSP the best reprint and PSP the best 2nd reprint) and the last 2 are below the million mark (641.715 for the reprint and 16.800 for the 2nd) so maybe the last 2 sku aren't counted by Capcom ?Yes, I thought about it (Capcom speratating the two SKU) but the Best Price sku should be over 1M so it should be listed but isn't.
So confusing.
Latest pre-Steam data we have are Japanese sales of the PS4 version of Monster Hunter: World at around 60% of 7.9 million in the fiscal year ended March 2018.Finally found some domestic shipments data for Monster Hunter: World - 2.9m as of August 20, 2018.
Wait, on Capcom's website it's reported 2nd G hit 3.80M:
14 2008年3月 モンスターハンターポータブル 2nd G PSP,DL 380
Am I missing something?
Yes, I thought about it (Capcom speratating the two SKU) but the Best Price sku should be over 1M so it should be listed but isn't.
So confusing.
It will depend on hardware supply I'd say but it is not far-fetched.Sorry last thing for AC.... It could hit above 4.7mil retail by end of quarter! For that AC needs to be over 2.1mil this quarter. It's at 716k so needs 1384k more and with 11 weeks that means an avg of 126k a week.
Seems as way too much but if it sells at least 200k W16 (this week) and let's say 300k for GW then with 9 weeks left it only needs to sell 98k a week on avg.
Do y'all think that's possible?
This 100% true, if supply is very very low, then AC be more likely to sell closer to 1.7mil imoIt will depend on hardware supply I'd say but it is not far-fetched.
Number of 2m+ sellers:
Switch: 10
AC, Pokémon Sw/Sh, SSBU, Splatoon 2, MK, SMO, Pokémon LG, Zelda, Minecraft, SMP
--> 11+ million-sellers including 10 mulimillion sellers
3DS: 16
AC, Pokémon X/Y, MH4, Pokémon S/M, Pokémon OR/AS, MHX, YW2 BF/FS, SSB, MK, YW2 S, MH4U, NSMB2, Pokémon US/UM, SM3DL, YWB, MH3U
--> 26 million-sellers including 16 mulimillion sellers
NDS: 15
NSMB, Pokémon D/P, Pokémon B/W, AC, Brain Age, Brain Age 2, DQIX, MKDS, Pokémon HG/SS, Tomadotchi, Pokémon B2/W2, Pokémon Platinum, English Training, Nintendogs
--> 37 million-sellers including 15 mulimillion sellers
PS1: 8
DQVII, FFVII, FFVIII, FFIX, RE2, GT, Hot Shots Golf, Derby Stallion
--> 31 million-sellers including 8 mulimillion sellers
PS2: 4
DQVIII, FFX, FFX-2, FFXII
--> 23 million-sellers including 4 mulimillion sellers
Switch will beat those in the number of multi-million sellers. Interesting to notice how much more concentrated sales are nowadays with less and less games between 1m and 2m while keeping the multi-million sellers number growing.
You read that wrong. That rough 60% is overseas sales not Japan.Latest pre-Steam data we have are Japanese sales of the PS4 version of Monster Hunter: World at around 60% of 7.9 million in the fiscal year ended March 2018.
The COO’s Discussion of Growth Strategies |Medium- to Long-Term Growth Strategy | CAPCOM
Capcom's Integrated Report 2018(Annual Report), The COO’s Discussion of Growth Strategieswww.capcom.co.jp
Thought you might be interested in this comparison :p
Luigi's Mansion: Dark Moon (Wednesday, March 20, 2013) ||| Animal Crossing: New Horizons (Friday, March 20, 2020)
Week 1 - 301.080 / NEW [5 days] ||| 1.880.626 / NEW [3 days]
Week 2 - 102.445 / 403.525 (-66%) ||| 727.791 / 2.608.417 (-61%)
Week 3 - 64.046 / 467.571 (-37%) ||| 423.367 / 3.031.784 (-42%)
Week 4 - 64.804 / 532.375 (+1%) ||| 292.876 / 3.324.660 (-31%)
Now, with projected AC sales based on Luigi drops:
Week 5 - 49.123 / 581.498 (-24%) ||| 222.007 / 3.546.667 (-24%)
Week 6 - 47.201 / 628.699 (-4%) ||| 213.321 / 3.759.988 (-4%)
Week 7 - 63.724 / 692.423 (+35%) ||| 287.995 / 4.047.983 (+35%)
Week 8 - 27.989 / 720.412 (-56%) ||| 126.494 / 4.174.477 (-56%)
Week 9 - 18.789 / 739.201 (-33%) ||| 84.915 / 4.259.392 (33%)
Week 10 - 17.728 / 756.929 (-6%) ||| 80.120 / 4.339.512 (-6%)
Week 11 - 18.775 / 775.704 (+6%) ||| 84.852 / 4.424.364 (+6%)
Week 12 - 13.525 / 789.229 (-28%) ||| 61.125 / 4.485.489 (-28%)
Week 13 - 12.948 / 802.177 (-4%) ||| 58.517 / 4.544.006 (-4%)
Week 14 - 10.753 / 812.930 (-17%) ||| 48.597 / 4.592.603 (-17%)
Week 15 - 10.298 / 823.228 (-4%) ||| 46.541 / 4.639.144 (-4%)
Quarter 3 - 90.610 / 913.838 (-78%) ||| 438.415 / 5.077.559 (-78%)
Quarter 4 - 89.350 / 1.003.188 (-1%) ||| 432.319 / 5.509.878 (-1%)
Year 2 - 60.781 / 1.063.969 (-94%) ||| 333.832 / 5.843.710 (-94%)
Year 3 - 21.606 / 1.085.575 (-64%) ||| 118.668 / 5.962.378 (-64%)
Year 4 - 57.122 / 1.142.697 (+164%) ||| 313.735 / 6.276.113 (+164%) [NINTENDO SELECTS]
Year 5 - 32.199 / 1.174.896 (-44%) ||| 176.849 / 6.452.962 (-44%)
Year 6 - 17.764 / 1.192.660 (-45%) ||| 97.567 / 6.550.529 (-45%)
Of course this is not a 1:1 comparison at all (3DS vs Switch, Luigi opened so low compared to AC, AC was undershipped, etc.) but it may give a rough idea of how AC physical sales will evolve.
Oh yeah 40%.You read that wrong. That rough 60% is overseas sales not Japan.