Declan said: Not quite sure what you mean by the multiplier - does the channel read how many different files are on each game, and feedback literally a per person set of data rather than, as I presumed, a per system set? If that is so, then the Wii Sports data would suggest that far less than 10% of Wii owners are submitting data, and if that's the case, the raw number of players indicated by the data for other games may also be less than 10% of the actual figure (though acknowledging that such a figure is likely to vary depending on how much the game lends itself to a gamer who uses the Wii's online functionality - one would expect, for example, data for VC/WiiWare games to be based on a much bigger percentage sample than that for Wii Sports [i.e. well above 10%). |
No... the multiplier is just whatever number the users of a game on the Channel need to be multiplied by to get their actual UK sales.
The multiplier for Wii Sports is about 10 (if you look on the channel, divide the total sessions by the average sessions you get the number of owners of that game that also use the Nintendo Channel.... well roughly anyhow ie ignoring game sharing, though some of that should be nullified by those that have entered the Nintendo Channel and never returned and then gone on to buy their games)
Wii Sports total sessions divided by average sessions works out to ~610,000 (i'd do it exactly if you want but not at the moment) and of course you multiply that by about 10 to get the UK sales.
That "multiplier" is what I am guessing you used to work out the UK sales of those other games.... making the assumption that all games Nintendo Channel "sales" equate to a similar percentage of actual sales. You did say that it might not be accurate mentioning Call of Duty as an example... but I don't think you realised the extent of the possible error. As I said earlier the multiplier for games can range from just 3 (or perhaps even less in some cases.... though I would say that is limited to things like Wiiware that require an online connection just to get the game) all the way up to at least 20. Factors that affect this are mostly things like "casualness" so games like Fire Emblem and Okami are at the very low end.... with a multiplier of maybe 3 or 4 (ie the "hardcore" who buy these games are also more likely to have the Wii online and send their Nintendo Channel data) while some games like the cheap 3rd party Wii Play knock-offs have a much larger multiplier.