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Forums - Sony - Has the Playstation Move's apparent success made people go crazy?

Squilliam said:
Bokal said:
Squilliam said:
Bokal said:
Squilliam said:

The total number of Move only software titles sold is the only metric which counts. It is the only metric by which developers will use to justify further support over the longer term of 1-3 years and it is the only metric which is directly comparable to other platforms.


Why "Move only" software? If I buy the move now, it would be for Heavy rain, MAG, RUSE or RE5, not for Sports Champions. And the next ones that makes me intersted in it is Socom and Killzone, so all DS3 or Move games. And I'm certainly not the only one like that.

So? how is "Move only" software a metric of anything?

Buying Move only software is the only way you'll get Move games built from the ground up to support the platform. At the moment it is Move tack-ons and cheap minigames.

The reason Move only is a software metric is because it is the only software which will definitively tell us the size of the overall userbase.

Obviously, from the list I gave you, I'm not really interested in "built from the ground up" Move games. Move is for me an alternate way to play games, but I'm not interested in "wii-like" (I don't like the term but I hope you'll understand) games.
That's why I'm interested in killzone, socom, some golf game maybe, heavy rain, ...

So if I buy the Move, but only buy games that can be played also with the DS3 (like most Move games) and no Move only game, how is Move only games a metric of the size of the overall userbase?


Because you cannot measure Move games which can also be played on a DS3 for relative adoption rates. In the early days of a console you can use software figures to find out how large an install base because any compelling software released can have >25% attach rate. You cannot do that with Move only games and with Move enhanced existing software you have to consider the fact that the attach rate of Move is fractional <10% and the attach rate for these games is fractional <10% relative to the overall console hardware base.


That's what I meant all that time, counting move only software to know the install base will never be precise, and so pointless.



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Icyedge said:
Reasonable said:

Well, in light of the adjustments I've decided that Move hasn't made anyone crazy at all.  Because if it had, there would be nothing left to describe what the adjustments are going to do to certain people.

Things are really crazy on the forums at the moment - I'm not sure the site will be able to cope if things don't calm down before Kinect launches and we then proceed to the holiday sales period.

The worst is, I dont think Kinect sales will ever justify the mean. Sales being mostly to their actual fanbase. The mean being extremely high  R and D and marketing cost. I wish them success  and I cant wait to see factual data, but it may well be a dissapointment for many. 

Im going to be bold here, but I think the reason they spent so much on marketing is because they fear of not  getting back their research and development investment as well as loosing credibility from low sales. I hope im not biase, but I think I would say the same if it was another company in the same situation. Bottom line, as you said,  there will be actions on the forum. What your thought on Kinect sales?

I guess we'll see.  I suppose you could chalk up the $500 million in marketing to Kinect alone plus presumerably another $200 to $300 million for R&D and development costs of the hardware and launch titles.

I'd guess, allowing for production/shipping plus retailer cut that if Kinect sells for $150 then MS will see around $30 themselves (that may be optimistic figure though).

So, 3 million Kinect sold would (with the $30 assumption) deliver a return of $90 million.  Of course, SW sold would also deliver additional revenue and then we should allow for a percentage of new Kinect owners getting Live.  Unlike Move, unless things change, it does look like Kinect will be a one time buy with little further incremental hardware opportunity - unlike Move, where someone might buy the bundle then go on to buy another 3 Wands for example.

So it does look like, unless MS are seeing more like $50 dollars a unit sold (which seems unlikely to me, at least for launch, as that would be an very high return ratio on a new device that wasn't from Apple) or the R&D costs were a lot less, that it will take a while for Kinect to pay for it's development and launch costs.

But, I think MS is putting a lot of faith in Kinect finally taking it outside the core demographics that the Xbox consoles have been confined to for so long, and also the device (probably enhanced) taking them from the 360 to their next console.

I wish we had better view on return per unit sold and R&D costs.  Then the picture would be clearer.



Try to be reasonable... its easier than you think...

Wow, this thread has gone on longer than I thought it would.  And I'm loving the adjustments and the relative quiet that it has brought to the forums.   

@ scat

You can't judge Move's succes based on what Kinect initially sells.  I mean what if Kinect sells more than Move initially, but Move goes on to sell 2 or 3 times as much as Kinect?  Will it still have been a failure?  The point is, however, is that Move can NOT be labeled a failure at all, now.  Its already sold 2.5 mil to retailers, without Japan and all of EMEAA, with some predicting it may sell ~ 4 mil by the end of the year.  The recent adjustments have shown it has boosted the PS3 numbers above all the home consoles since its launch, this week it's even above the DS.  It's already a good-sized success.  And in 2011, we will learn how large Move can grow.



Reasonable said:

[...]

I guess we'll see.  I suppose you could chalk up the $500 million in marketing to Kinect alone plus presumerably another $200 to $300 million for R&D and development costs of the hardware and launch titles.

I'd guess, allowing for production/shipping plus retailer cut that if Kinect sells for $150 then MS will see around $30 themselves (that may be optimistic figure though).

So, 3 million Kinect sold would (with the $30 assumption) deliver a return of $90 million.  Of course, SW sold would also deliver additional revenue and then we should allow for a percentage of new Kinect owners getting Live.  Unlike Move, unless things change, it does look like Kinect will be a one time buy with little further incremental hardware opportunity - unlike Move, where someone might buy the bundle then go on to buy another 3 Wands for example.

So it does look like, unless MS are seeing more like $50 dollars a unit sold (which seems unlikely to me, at least for launch, as that would be an very high return ratio on a new device that wasn't from Apple) or the R&D costs were a lot less, that it will take a while for Kinect to pay for it's development and launch costs.

But, I think MS is putting a lot of faith in Kinect finally taking it outside the core demographics that the Xbox consoles have been confined to for so long, and also the device (probably enhanced) taking them from the 360 to their next console.

I wish we had better view on return per unit sold and R&D costs.  Then the picture would be clearer.

Alas we'll never know for sure, as in its balance sheets, MS puts every R&D cost of any division for things that could be applied also to other divisions, in a separate balance item (together, for example, with legal expenses and a lot other costs, it's explained in a note in MS balance sheets themselves), so the individual costs of any MS division are ALWAYS reported lower than the real ones, MS tries to hid a chunk as large as possible of its costs in the "Corporate Level Activities"  indistinct mishmash.

OOPS! MS calls those costs again "Other" like it used to do many years ago! 

http://www.microsoft.com/investor/reports/ar10/10k_fr_bal.html

And also previous years balance sheets, that had more detailed separated infos for each division than current ones, have been converted to the current format.



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