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@Ail: Yes, the numbers are inflated due to repurchases in the same way they are inflated due to people buying new version of the hardware.
This site is only tracking the sales, not why and who bought a certain game or a console.

The growth have been about population growth and new markets. The old markets have been stagnant.

Because the household penetration have been stagnant for a long while, we have two options:
1. New gamers aren't entering the market.
2. Old gamers move away from the market as new gamers enter.

The "18-35 years old male core" indicates to the option number 1. This is the age group that came into picture with Atari 2600, NES and Super NES/Megadrive. Why aren't we talking about a core of 5-17 years old kids, as we 20 years ago did?

And it's not about profit margins, it's about value to the customer. PS3 and 360 has higher production values, but they don't offer the same value to the customer. Putting a BD player to the console and ramp up the price to 599 is what you'd call fucking your customers.

@Mr Khan: It's not a twist. The decline is happening already in Japan. And, there's another thing that should look at, when looking at revenue, which is rising expenses.
As an example, look how well PS3 is doing , it's creating big revenue.

@dharh: Yes. That's what i'm talking about. And i've saying it for a long time that Wii is selling because of its software.

It is innovative from the tech side aswell. Innovation is as much making something new, as it is making something differently. For example, Cell is innovative processor by its tech, but because it offers very little benefits over the non-innovative tech, its innovativeness is perceived being very little.

For the online part, online this gen is incremental innovation because it's just making the old system better and adding features to it to improve the service.

@WereKitten: I'm not saying here that online wasn't an innovation. It was, but it wasn't Micro$ofts innovation.
We have had online play for ages, only after broadband internet it has caught on. As an example, even XBL was an incremental innovation over Dreamarena, Dreamarena from SegaNet etc.
The thing is, that Live wasn't born out of someone having an idea of "hey, let's make online play", but "let's make online play better".

And also, out of the three online services, WFC is the most user friendly.



Ei Kiinasti.

Eikä Japanisti.

Vaan pannaan jalalla koreasti.

 

Nintendo games sell only on Nintendo system.