Cerebralbore101 said:
That 5 to 10 million is important though because they are the 1st adopters and the people who tend to buy a lot of games. Losing a few of them is like losing ten regular customers. They also act as free advertising via word of mouth. This is why an early launch lineup of exclusives is so important. Switch had it and sold 150 million units. PS5 and Xbox didn't really have it and so sales of those systems have stayed the same as last gen or been on a huge decline. |
Wii U had a higher software attach rate than N64, despite having fewer physical games. Shoot, Wii U has a higher attach rate than Dreamcast, 3DS, etc.
I'm sure Nintendo would rather have Wii U sales end up like they did than 18-24 million pieces of hardware sold with greater losses and less profit.
5-10 million enthusiastic customers (no matter how casual or core they are) are indeed a lifeblood to a platform that it needs in addition to tens of millions of less enthusiastic customers.
Despite the fact that it won't have exclusives, at least not console or true exclusives, I do think something like 5 million or, so units are the floor for Xbox 5. While a small group in the world, enough gamers and Xbox fans would show up to hit that amount. Shoot, even something like Steam Deck that is only sold by Valve firsthand in most markets has sold over 4 million units and is probably over 7 million units by now. It is a handheld PC, but it wants some vibes similar to consoles.
Lifetime Sales Predictions
Switch: 161 million (was 73 million, then 96 million, then 113 million, then 125 million, then 144 million, then 151 million, then 156 million)
PS5: 122 million (was 105 million, then 115 million) Xbox Series X/S: 38 million (was 60 million, then 67 million, then 57 million. then 48 million. then 40 million)
Switch 2: 120 million (was 116 million)
PS4: 120 mil (was 100 then 130 million, then 122 million) Xbox One: 51 mil (was 50 then 55 mil)
3DS: 75.5 mil (was 73, then 77 million)
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