| happydolphin said: Also, the experia play came out in April 2011, so it's relatively young. The trend is either bell or downward, as it is for all devices. @3rd parties. If a game sells better on a platform with a bigger marketshare, what would motivate a publisher to risk losing exposure by releasing a game on a platform with roughly a tenth of the userbase? It ties back to OP. The Vita needs to sell in order to foster software sales and ensure great enough exposure to the games via a larger userbase. |
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from an Apple v. Samsung U.S. District Court filing Apple sold-in 8.34 million iPhones in the U.S. in Q2, 32% of the 26 million smartphones it sold worldwide. Apple sold 5.7 million iPads in the US in Q2, 34% of the total of 17 million of the tablet devices it sold worldwide.
http://www.siliconinvestor.com/readmsgs.aspx?subjectid=57404&msgnum=1444&batchsize=10&batchtype=Next |
im not disagreeing with your number's, im simply pointing out even world wide Sony is still selling a good chunk of Handhelds per Quarter, now not Apple size right now but Sony is expecting to grow from 7.4 to 8.5 per Quarter next year! and they already have grown it from 6.4 per quarter in 2011 to 7.4 now per sales Quarter. The fact that Sony is selling that many unit's world wide per Quarter is alot better than other companies are right now against Apple.
your Quote:
:@3rd parties. If a game sells better on a platform with a bigger marketshare, what would motivate a publisher to risk losing exposure by releasing a game on a platform with roughly a tenth of the userbase?"
Like i stated, before why not release it if your investment can net you an extra 2 million + sales, when your investment to make the game may only be in the multiple thousands. Yes that not a AAA game for that kinda of cash investment, but it does not have to be when it's a mobile game for Quick pick up and play for the development cost's. Remember the PSN game " Joe danger " by what the cost's were to make the game, and how much the very small development team made back in the first week?
Joe Danger sold over 50,000 units in its first week on sale on the PlayStation Network
The team announced at the Develop Conference 2010 that they broke even on the day of release.
this was developed with a team of under : 10 Employees , now im not saying every developer will get results like that, but the fact that these playstation Mobile games may not be AAA class of games . but to make money they may not have to be and the developer may make back his money in spades for lower investment cost's.

I AM BOLO
100% lover "nothing else matter's" after that...
ps:
Proud psOne/2/3/p owner. I survived Aplcalyps3 and all I got was this lousy Signature.







