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Forums - Nintendo Discussion - Nintendo Games Need To Sell 2 Million On Average To Be Profitable

Here are the main points said by Miyamoto during that Q&A session regarding this

1. The important factor is that we make software that can sell a lot
2. In Games business we rely on big hits that can offset low selling (failed) games.
3. The big selling games allow us to create another challenge/game
4. Our basic goal is to make big software that sells 2 million copies and is profitable
5. If we release only in Japan the game may sell 300k and that would not be enough to cover costs
6. Therefore our goal is to release global and aim for over 2 million sales.

This is from the Japanese translation on the website.
It omits some extra answers given by Miyamoto on the live conference.

English translation may be similar but will no doubt be edited slightly when it comes out.

 

My understanding of this is that for the AAA style games they make on console they need to sell over 2m to be profitable and that would in theory allow them to invest back in to a new sequel/game and offset any loss from games that didn't meet sales targets. 

Basically they're saying that they rely on hit games to drive their games business. 

Once again, this isn't talking about Zelda in particular but the average/big/AAA Nintendo style games. (So I guess Zelda would be included, but they're not saying just Zelda. If that makes sense)

There is also a hidden message in this answer if you read between the lines, and it refers to point 5. Basically it's clear that Japan market is not enough on its own anymore for games to turn a profit. Games in the past could sell a good amount in Japan and generate a profit there but now they have to rely on the global market in order to hit sales targets. It could also hint that Nintendo's next device/software will have considerably more Western focus than Japanese focus. e.g. similar to PS4. 

 

Can someone please post this in the OP and change the title to more accurately reflect the notes above. Thanks. 



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I would like to assume they are referring to their big budget titles such as Zelda, Mario, Mario Kart and now Splatoon. Budget games like Tokyo Mirage Sessions and Star Fox Zero should not factor into this.



"I think it will be the HDS"-Me in regards to Nintendo's next handheld.

zorg1000 said:
Dunban67 said:

considering the number and length of game droughts throughout the Wii U s lifetime,  it would seem they struggled making HD games to date-   If it took them a long time to make Amiibo festival and Mario Tennis (do we know how long the dev  time was for those) , then they would need to stop developig in hd

We can get a general idea of how long these games took by looking at the release schedule of these teams.

ND Cube was the developer of Animal Crossing: Amiibo Festival, here is their software output dating back to 2010.

Wii Party-July 2010

Mario Party 9-March 2012

Wii Party U-October 2013

Mario Party: Island Tour-November 2013

Mario Party 10-March 2015

Animal Crossing: Amiibo Festival-November 2015

Mario Party: Star Rush-November 2016

They basically pump out a party game once a year on average so nothing suggests that Amiibo Festival took a long time to develop.

Camelot Software Planning was the developer of Mario Tennis: Ultra Smash, here is their output dating back to 2007.

We Love Golf-December 2007

New Play Control: Mario Power Tennis-January 2009

Golden Sun: Dark Dawn-November 2010

Mario Tennis Open-May 2012

Mario Golf: World Tour-May 2014

Mario Tennis: Ultra Smash-November 2015

They have released a new game roughly every 1.5 years, give or take a few months. Again based on their output, there is no reason to believe Ultra Smash took significantly longer than any previous title.

cool -thanks-   and i do agree Ultra Smash could not have taken long - i wish they had spent more time on it - may have been a better game



DivinePaladin said:
You have to consider by "average game" he's surely referring to the big budget titles here. Clearly something like Toad, HW, the Zelda remakes, or Splatoon don't need to kill to perform well. But something like Galaxy or mainline Zelda, with years in the pipeline and large teams, have to sell that, and always do. The only recent one I think would have missed the mark is Xenoblade X. And possibly DKCTF depending on the budget for that one.

Being the first one only crossed the million mark when it hit the 3DS as well, I think even if the game missed the mark they were pretty much expecting it.



ZhugeEX said:

Here are the main points said by Miyamoto during that Q&A session regarding this

1. The important factor is that we make software that can sell a lot
2. In Games business we rely on big hits that can offset low selling (failed) games.
3. The big selling games allow us to create another challenge/game
4. Our basic goal is to make big software that sells 2 million copies and is profitable
5. If we release only in Japan the game may sell 300k and that would not be enough to cover costs
6. Therefore our goal is to release global and aim for over 2 million sales.

This is from the Japanese translation on the website.
It omits some extra answers given by Miyamoto on the live conference.

English translation may be similar but will no doubt be edited slightly when it comes out.

 

My understanding of this is that for the AAA style games they make on console they need to sell over 2m to be profitable and that would in theory allow them to invest back in to a new sequel/game and offset any loss from games that didn't meet sales targets. 

Basically they're saying that they rely on hit games to drive their games business. 

Once again, this isn't talking about Zelda in particular but the average/big/AAA Nintendo style games. (So I guess Zelda would be included, but they're not saying just Zelda. If that makes sense)

There is also a hidden message in this answer if you read between the lines, and it refers to point 5. Basically it's clear that Japan market is not enough on its own anymore for games to turn a profit. Games in the past could sell a good amount in Japan and generate a profit there but now they have to rely on the global market in order to hit sales targets. It could also hint that Nintendo's next device/software will have considerably more Western focus than Japanese focus. e.g. similar to PS4. 

 

Can someone please post this in the OP and change the title to more accurately reflect the notes above. Thanks. 

 

Thanks for the clarification.

2 million for the average big title sounds reasonable.



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bigtakilla said:
DivinePaladin said:
You have to consider by "average game" he's surely referring to the big budget titles here. Clearly something like Toad, HW, the Zelda remakes, or Splatoon don't need to kill to perform well. But something like Galaxy or mainline Zelda, with years in the pipeline and large teams, have to sell that, and always do. The only recent one I think would have missed the mark is Xenoblade X. And possibly DKCTF depending on the budget for that one.

Being the first one only crossed the million mark when it hit the 3DS as well, I think even if the game missed the mark they were pretty much expecting it.

You're referring to Xenoblade, correct?  That's the ony series besides HW in my post with a 3DS game, and HW sold like bonkers for a Warriors game even before Legends.

 

But yeah, I don't think they expected high sales for Xenoblade since at the time of release it was already clear the Wii U was a failed project, and a niche title on an even more niche system was not going to do well without bundling.  But the budget still clearly went into it as a higher-budget game, so I'd lump that in as one of the higher-budget titles even if it wasn't expected to sell like one.



You should check out my YouTube channel, The Golden Bolt!  I review all types of video games, both classic and modern, and I also give short flyover reviews of the free games each month on PlayStation Plus to tell you if they're worth downloading.  After all, the games may be free, but your time is valuable!

So, the official English translation is out, and as I thought, it does NOT say that they have to sell 2 million on average.

Here's the actual sentence in question: "So our basic premise is to create software that will sell in the range of at least two million units" - in other words, 2 million is their target, not the amount needed. They want their games to sell 2 million, it's what they aim for. It's not the necessary number to make a profit.



Aielyn said:
So, the official English translation is out, and as I thought, it does NOT say that they have to sell 2 million on average.

Here's the actual sentence in question: "So our basic premise is to create software that will sell in the range of at least two million units" - in other words, 2 million is their target, not the amount needed. They want their games to sell 2 million, it's what they aim for. It's not the necessary number to make a profit.

Thx! I knew right from the beginning that something was fishy.



Pretty sure the Wii U avaerage is way below 2m.



Aielyn said:
So, the official English translation is out, and as I thought, it does NOT say that they have to sell 2 million on average.

Here's the actual sentence in question: "So our basic premise is to create software that will sell in the range of at least two million units" - in other words, 2 million is their target, not the amount needed. They want their games to sell 2 million, it's what they aim for. It's not the necessary number to make a profit.

Thanks, now that makes sense :)