Fulgore Δημοσ. 6 Μαρτίου Δημοσ. 6 Μαρτίου @Malthador εξακολουθώ να πιστεύω ότι έχουμε δρόμο ακόμα στο κομμάτι των συνδρομών. 2 1
kostiger Δημοσ. 7 Μαρτίου Δημοσ. 7 Μαρτίου https://www.vgchartz.com/article/460061/xbox-series-xs-vs-xbox-one-sales-comparison-january-2024/ ''In the last 12 months, the Xbox One has outsold the Xbox Series X|S by 2.18 million units. The Xbox Series X|S is currently behind the Xbox One by 2.21 million units. The Xbox Series X|S has sold 27.68 million units in 39 months, while the Xbox One sold 29.89 million units. Month 39 for the Xbox Series X|S is January 2025 and for the Xbox One is January 2017.''
rodosf1 Δημοσ. 7 Μαρτίου Δημοσ. 7 Μαρτίου https://www.ign.com/articles/a-year-since-its-release-sony-seems-to-have-abandoned-playstation-vr2 Βλέπω VR και κονσόλες να τραβάνε πλέον αντίθετες πορείες... 1
SabotazNic Δημοσ. 7 Μαρτίου Δημοσ. 7 Μαρτίου ^ https://mixed-news.com/en/playstation-vr-2-meteora-announcement/
mansa2k Δημοσ. 7 Μαρτίου Μέλος Δημοσ. 7 Μαρτίου Famitsu Sales: 2/26/24 – 3/3/24 Famitsu has published its estimated physical game software data for Japan for the week of February 26, 2024 to March 3, 2024. Final Fantasy VII Rebirth for PlayStation 5 was the highest selling new release of the week, opening at 262,656 retail copies sold. In comparison, Final Fantasy XVI for PlayStation 5 opened at 336,027 copies sold back in June 2023. And the original Final Fantasy VII Remake for PlayStation 4 opened at 702,853 copies sold in April 2020—although that was to an install base of 9.1 million PlayStation 4s, versus today’s 5.3 million PlayStation 5s. Καλά πήγε και αυτό. 4 1 1
Moderators Malthador Δημοσ. 7 Μαρτίου Moderators Δημοσ. 7 Μαρτίου 6 hours ago, SabotazNic said: ^ https://mixed-news.com/en/playstation-vr-2-meteora-announcement/ Τώρα αυτό το αναφέρεις ως απόδειξη ότι δεν παρατάνε το PSVR2; Θα δώσει κάποιος $500 για την κονσόλα και άλλα $600 για το headset ώστε να παίζει Beat Hazard; Αυτό είναι κοροϊδία, ας βγουν να πουν απλά και ξάστερα ότι δεν το υποστηρίζουν πλέον για να μην δουλεύουν τους owners. 1 1
SabotazNic Δημοσ. 8 Μαρτίου Δημοσ. 8 Μαρτίου 16 λεπτά πριν, Malthador είπε Τώρα αυτό το αναφέρεις ως απόδειξη ότι δεν παρατάνε το PSVR2; Θα δώσει κάποιος $500 για την κονσόλα και άλλα $600 για το headset ώστε να παίζει Beat Hazard; Αυτό είναι κοροϊδία, ας βγουν να πουν απλά και ξάστερα ότι δεν το υποστηρίζουν πλέον για να μην δουλεύουν τους owners. Προτιμω τις επισημες πηγες, απο το ign που θεωρει οτι θα γινει κατι τετοιο επειδη εκλεισε ενα απο τα πολλα στουντιο/γραφεια Also, we’re pleased to share that we are currently testing the ability for PS VR2 players to access additional games on PC to offer even more game variety in addition to the PS VR2 titles available through PS5. We hope to make this support available in 2024, so stay tuned for more updates. Επισης υπαρχουν πολλα upcoming αλλα δεν μπορω να μπω στην σελιδα του Psvr2 στο store για καποιον λογο
dekulinkgr Δημοσ. 8 Μαρτίου Δημοσ. 8 Μαρτίου Παραθετω το παρακατω οπως ειναι απο το installbase-resetera.Προκειται για συνεντευξη απο το 2001 !! του τοτε προεδρου της Nintendo Ηiroshi Yamauchi που μιλουσε για την gaming βιομηχανια.Αυτος και ο διαδοχος του Ιwata, ειναι απο τους λογους που η nintendo ακομα ειναι υγιης και δεν επαθε Sega. Business interview to Hiroshi Yamauchi by the japanese financial magazine Zaikai around early 2001: Q: Mr. Yamauchi, you've always espoused that games depend on how fun they are, and not on how advanced the graphics or hardware is. With that in mind, how do you look at the downturn the game industry is currently going through? Y: Well, what I see right now is lots of people who look towards the game business with all these dreams in their minds about how bright the future of the industry is. When you ask them why, they all say "Oh, all these new systems are coming out that're even more powerful than the PlayStation 2, we'll be able to create things that'll attract even more people to games," and so on. I've been consistently saying this is wrong, but most of them look at what I say and respond "No, no, you're wrong", and as a result, this is what's happening today. There really are just an overwhelmingly huge number of people out there that know nothing about the business of games. The game business is a tough one, and it's not been around for that long, either, so there are people out there that find this industry incredibly interesting. Venture capitalists, in particular. That's why these people are pouring money into the field right now. Q: Because they don't know how difficult it really is? Y: Right. They give money to people that really should be unemployed, and they in turn round up some friends, start a company and begin creating software. But is this really the best way to go about this right now? The more amazing graphics and sound you put into a game, the longer it takes to finish. Not just a year, but now, more like a year and a half or two years. So then your development costs balloon, and when you finally put it out you have zero guarantee of it selling. That's what the game industry is today. Because of that, I've been saying since last year that this industry will undergo a major shakeout between now and next year. The general public doesn't realize it yet, but most people in the industry know it's happening. I've just been saying that pretty soon, even the public will be forced to recognize what's going on. Q: Along with the crisis at Sega, many companies have recently been reducing their earnings predictions. Y: True. For example, Square claimed that they would produce several billion yen (ie. tens of millions of dollars) in profit for fiscal 2000, but more recently they've turned that into several billion yen in losses, which is essentially exactly what I said would happen to them before. And Square's a publically-traded company, too! There are still many, many private software companies out there, and now all of these companies have no idea what's going to happen to them in the future. With all this downsizing going on, I'm sure we'll be seeing many more announcements like that. The thing with this industry is, no one actually needs what it produces. If what we were making was absolutely essential in order to live, then the consumer wouldn't complain about price or supply, because he'd be in big trouble if he ran out. On the other hand, we produce entertainment -- and there's a million other kinds of entertainment out there. If the game industry went away, it's not like people would keel over and die on the street. If it came to pass that people started saying "These games are all stupid, I gotta stop playing them all the time", then what do you think would happen? You don't need games to live, after all, so the market could fall right out. It could even shrink to a tenth of what it was. Q: Do you think things could become that bad? Y: Certainly. The average gamer's perspective has gradually shifted over the years. They're getting sick of games that are nothing but graphics and force; they want something to play that's actually fun. So why are companies still aiming for nothing but graphics and force? The most impressive phenomenon that occured last year, in my opinon, was when Enix released Dragon Quest [VII] on the original PlayStation, and not the PlayStation 2. It was the newest game in the series, but it ended up selling far more than I predicted -- something like three million or so copies. However, when you look only at its graphics and sound, it looks very rudimentary compared with other PS games. If you compare it to other titles, you'll find that there are hundreds of PlayStation games that have far more impressive graphics. Despite that, out of everything released last year only DQ was able to rack up such high sales figures. Meanwhile games with incredible, utterly beautiful graphics were completely dead in the marketplace. This just backs up what I've always been saying -- games have nothing to do at all with graphics. Q: So if you don't keep your eyes on the game itself [during development], you'll end up meandering down the wrong path. Y: Right. Up until now games have had nothing to do with movies, like I've kept on saying all this time, but now people are going on about how every game will be like a movie from now on. We've come all this way and somewhere along the line, we've forgotten that we're supposed to be making games, and not movies. Now, as a result of that, game development is turning into a circus, costs are skyrocketing, users get bored faster than ever before, and the development of truly new games -- new ways of having fun -- has all but stopped. And now, because of all that, it's getting difficult to make a profit producing video games. If we don't change the way game development is carried out, I can't see the industry or the marketplace rejuvenating itself anytime soon. Q: Several software houses have undertaken a multi-platform strategy - signing agreements with Nintendo and others to become licensees for several different game systems. Do you think this will have a rejuvenating effect on the industry? Y: Well, let's say that we make a game called X and we port it to game systems from Company A, Company B and Company C. Then it doesn't matter if a user bought A's, B's or C's system, he'll be able to play game X on his own console. There's no difference between any of the game systems in this case. Now I certainly understand the reasoning behind a multi-platform strategy. As I said before, development costs have spiralled upward, and it's become difficult to guage how well something will sell in the marketplace. They want to cut their risks and be able to sell that many more copies of a single title, so they decide to just release it on everything. I can understand that. However, if this becomes the norm, then it'll have a dire effect on the marketplace. If users can play the same game on every single system out there, then there'll be no reason to buy one system over the other. It'll be just like buying a TV; no matter which one you buy you'll still have all the same channels. In the game business, software is our lifeblood. If that software becomes the same everywhere then there'll be zero difference between companies. The marketplace will just turn into a giant hardware war. Now, you'll agree with me that TV sets are a fairly indispensible part of life these days. More people have them then don't. Washing machines and refrigerators are the same way. People have to buy them no matter what, so dealers end up relying on added extra features and advertising to compete in the marketplace. On the other hand, game machines are far from indispensible. If the software was the same no matter which system you buy, then the only point we'd be able to sell on is price. This industry is based on producing fun, innovative games, but if that goes away then we're all done for. That's why, even though I understand where software houses are coming from, I think ultimately it could break apart the industry. Q: That's why you continue to produce games only for your own systems, including the upcoming Gamecube. Y: Yes. Nintendo's business is to make games that can only be played on Nintendo systems. Nintendo's games only run on Nintendo's consoles, and no one else's. Our aim is to get people to think Nintendo's games are the greatest, the best in the world. We're devoting all of our effort to that right now, and we'll be able to show our efforts to the world this year. We'll see how it turns out after the Christmas season, or about ten or eleven months from now. Q: What do you think is an appropriate price point for game systems? Y: The cheaper, the better. Gamers play games, and not systems, after all. If a gamer wants to play game A and game B, then buying the game system is nothing but a secondary obstacle to that. As a result, the cheaper the hardware is, the easier it is for the users to buy it. At the same time, though, we have to worry about our costs. Up until fairly recently it was safe to lose money on hardware sales, since you more than made up for it in the software you sold. It's impossible to get a system out the door that way anymore, however. So when you release a system today, you don't necessarily have to profit from it, but you can't afford to lose money on every single console you sell. 4
Moderators Malthador Δημοσ. 8 Μαρτίου Moderators Δημοσ. 8 Μαρτίου 14 hours ago, mansa2k said: Famitsu Sales: 2/26/24 – 3/3/24 Famitsu has published its estimated physical game software data for Japan for the week of February 26, 2024 to March 3, 2024. Final Fantasy VII Rebirth for PlayStation 5 was the highest selling new release of the week, opening at 262,656 retail copies sold. In comparison, Final Fantasy XVI for PlayStation 5 opened at 336,027 copies sold back in June 2023. And the original Final Fantasy VII Remake for PlayStation 4 opened at 702,853 copies sold in April 2020—although that was to an install base of 9.1 million PlayStation 4s, versus today’s 5.3 million PlayStation 5s. Καλά πήγε και αυτό. Για να το βάλουμε into perspective: 1
Mitroglou7 Δημοσ. 8 Μαρτίου Δημοσ. 8 Μαρτίου Μιλάμε για Retail βέβαια την εποχή του Digital. Οι Digital πωλήσεις μπορεί να είναι από 0 μέχρι πεντακόσια εκατόν τριανταπέντε εκατομμύρια. 3 2
Moderators Malthador Δημοσ. 8 Μαρτίου Moderators Δημοσ. 8 Μαρτίου 29 minutes ago, Mitroglou7 said: Μιλάμε για Retail βέβαια την εποχή του Digital. Οι Digital πωλήσεις μπορεί να είναι από 0 μέχρι πεντακόσια εκατόν τριανταπέντε εκατομμύρια. Εντάξει στην Ιαπωνία δεν περιμένω δίπλα στις 260.000 δισκάκια να αγόρασαν άλλο ένα εκατομμύριο ψηφιακά. 1
mansa2k Δημοσ. 8 Μαρτίου Μέλος Δημοσ. 8 Μαρτίου Ο Chris1964 που έχει αναλάβει το θέμα των πωλήσεων στην Ιαπωνία εδώ και δεκαετίες είχε αναφέρει κάποτε τα ποσοστά ψηφιακών πωλήσεων. Όσο αφορά το Playstation ήταν κάτω του 50% επομένως ας προσγειωθούμε σε καμία 100 χιλιάδες περίπου. Βέβαια για το FF7R μπορεί να ισχύουν διαφορετικά δεδομένα. Μπορεί να μάθουμε κάτι αργότερα. Προς το παρόν ελπίζω να πήραν το μήνυμα και να μην ρίξουν αλλού το μπαλάκι όπως εγκατεστημένη βάση. 1
Mitroglou7 Δημοσ. 8 Μαρτίου Δημοσ. 8 Μαρτίου 2 ώρες πριν, Malthador είπε Εντάξει στην Ιαπωνία δεν περιμένω δίπλα στις 260.000 δισκάκια να αγόρασαν άλλο ένα εκατομμύριο ψηφιακά. Δεν εχω ιδεα για νουμερα. Σιγουρα εχει τη σημασια του το γραφημα που ποσταρες αλλα δε ξερω ποση. Ειδικα στο συγκεκριμενο παιχνιδι ειχε προσφορα στο digital store το twin pack που ειχε και το part 1 στα ιδια χρηματα. Επισης αυτο δε ξερω τι ρολο επαιξε αλλα ειχε και αυτο τη σημασια του 1
Fulgore Δημοσ. 8 Μαρτίου Δημοσ. 8 Μαρτίου Το να μην πούλησε το συγκεκριμένο παιχνίδι στην Ιαπωνία γιατί υπήρχε κάτι άλλο που να τράβηξε πωλήσεις, να το καταλάβω. Οταν όμως βλέπεις το υπόλοιπο top 10 σε αυτή την χώρα, τότε καταλαβαίνεις ότι ούτε το παιχνίδι φταίει, ούτε η Square, ούτε η βάση χρηστών. 2
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