By using this site, you agree to our Privacy Policy and our Terms of Use. Close

Forums - Sales - Wich is better, sales with Long tail or selling much from the first week and fading away?

invetedlotus123 said:
Intrinsic said:
I'm sure every single gaming company out there will rather sell 6M copies of their game in 6 weeks at $60/game ($360M) then sell 4M more over the next 1yr at an average price of $20 ($80M) than to sell 1M copies at $60 ($60M) then sell 9M copies at an average price of $20 ($180M) over the next 2yrs.

In one scenario the company makes $440M in a little over a year and in the other they make $240M over two years.

But a game can sell much on first 6 weeks and keep selling for a very long time. I mean, you are giving an example for 2 years. But the game can hold legs for much more time. If i`m not mistaken the first StarCraft only sold one million in it`s first year and 10 years later it was still selling steadily. Blizzard games tend to be extreme long tails games, and a extreme long tail might be nice too. 

There were also the case of those brain training series that sold like 30 k on first week and managed to amount 15 million after many years.

Ok, lets take your same example.

Don't you think the starcraft devs would have preferred to sell 8M copies in their first year and STILL also sold however many more copies they could have sold over the next 10yrs?

It's he same thing, fact remains that a game is at its costliest within the fiest 3 months on the market. Selling as much as possible during that time is what every publisher would want. 

Mind you, in my example, I didn't say that because a game sold well in its first 6 weeks it would stop selling after 1yr. Just looking at GTA5. Trust me, every single publisher on the planet will deal with the devil to have a game that sold that well in its opening month and then still went on to sell as much as it did 3yrs after that. 

Here is another thing to consider..... If a game cost $60M to make (including marketing), and it takes one year to sell 1M copies at an average price of $40 (yes cause that $60 start price won't remain there for more than 6-8 weeks at best). it means after one year they made only $40M. You think that company will be fixing to make a sequel or even invest in a new project?



Around the Network

I think it depends on the type of game.
Big RPGs and Action-Adventure games
Like Persona, Final Fantasy, Pokemon, and Zelda, games that are HUGE projects with just as huge budgets (maybe not so much with Pokémon, but still) I think front loaded sales are better because you get the biggestone made back, it makes a bigger splash, and it's not like it's going to be constantly developed, updated, or get new DLC packs in the future. So if it has a huge opening to the point where the companies already made their money back, they can either leave 8t as is because, they've got their money, or cut the price to get more customers and potentially new fans if the game in question is a really great game that fans greatly enjoyed and are looking forward to the next installment.
Online multiplayers, shooters, fighters, racers like Call of Duty, Street Fighter, Forza, Splatoon, Mario Kart, or Smash Bros. I think having a huge launch isn't as big, good, or important as having long legs.
Especially since those are the type of games that get the DLC packs, updates, etc. and their budget is significantly smaller when compared to the others I mentioned.
Plus, if those games turn out to be really great, than it can lead to a stronger launch in the next installment due to a growing fanbase and potentially bigger legs because it's got a good reputation and name behind it.



It depends.Assuming in the end, they sell the same number of units, there are two scenarios:

A)If the company wants money and money alone(no plans of sequels and such), selling quickly is better, since they will sell at premium price.

B)If the company wants to make a franchise out of the game, then legs are better.More time on the market means the game staying in gamers mind for longer time, and if it keeps selling means it has good reputation behind it, making it a much easier sell for the second game.



My (locked) thread about how difficulty should be a decision for the developers, not the gamers.

https://gamrconnect.vgchartz.com/thread.php?id=241866&page=1

i think tail sales.
The game becames more relevant for more time.
Maybe is not the most profitable for the company at short term, but is better for franchise in the long term



Long tail.



Around the Network

From a consumer perspective, front-loaded sales usually entail a steep price drop simply because there's no reason to charge full-price for a game that sells incrementally.

Nintendo is the best example of a company with evergreen software and consistently high prices.



Longer legs since they tend to sell more than the big first week games



NintenDomination [May 2015 - July 2017]
 

  - Official  VGChartz Tutorial Thread - 

NintenDomination [2015/05/19 - 2017/07/02]
 

          

 

 

Here lies the hidden threads. 

 | |

Nintendo Metascore | Official NintenDomination | VGC Tutorial Thread

| Best and Worst of Miiverse | Manga Discussion Thead |
[3DS] Winter Playtimes [Wii U]

Probably better for a franchise to have legs. However, it's likely better for the company in the short term to get immediate front loaded sales, because sometimes those tail-end sales are at discounted/bargain bin/"Greatest Hits" prices.



front loaded games make more money. Simple as that.



Healthy legs > short burst early and gone next week, if we re just talking about total sales.

Very few games just drop flat on their face, after a amasing first week though.