@ nightsurge
Taking equal time frames for the 360 would put it at 6.5, but would rule out the entire 2008 game sales which have been huge.
We all know the 360 has had a 12 month or more headstart worldwide. Taking equal timeframes is much more informative with regard to at what rate the average PS3 owner buys games vs 360 owners.
All facts need to be taken into consideration. Easy to understand example, a copy and paste from a recent comment:
One example of how Microsoft and partner websites abuse data:
Platform 1 and Platform 2, let's assume for both consoles the average person buys only 2 games per year. And for illustrative convenience let's assume they all buy these games and consoles in January of the year.
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Platform 1 (healthy console sales for 10 years)
Year 1 - 10 million users - 20 million software units sold for the year
Year 2 - 10 million new users - 40 million units software sold for the year
Year 3 - 10 million new users - 60 million units software sold for the year
Year 4 - 10 million new users - 80 million units of software sold sold for the year
Year 5 - "" - 100 million software units
Year 6 - "" - 120 million software units
Year 7 - "" - 140 million software units
Year 8 - "" - 160 million software units
Year 9 - "" - 180 million software units
Year 10 - "" - 200 million software units
Total console sales: 100 million units
Total software sales: 1100 million software sales
Attach ratio (using Microsoft's definition): 11 software sales per user.
Now a less successful platform (Platform 2) sell a lot less hardware in upcoming year:
Year 1 - 10 million users - 20 million software units sold for the year
Year 2 - 0.001 million new users - 20 million units software sold for the year
Year 3 - 0.001 million new users - 20 million units software sold for the year
Year 4 - 0.001 million new users - 20 million units of software sold sold for the year
Year 5 - "" - 20 million software units
Year 6 - "" - 20 million software units
Year 7 - "" - 20 million software units
Year 8 - "" - 20 million software units
Year 9 - "" - 20 million software units
Year 10 - "" - 20 million software units
Total install base 10 million hardware sales.
Total software sales, 200 million software units.
Attach ratio 20 games per sold console.
Looking at the (PR) attach ratio it may look software sells much better for platform 2, but if you look closer per person people buy just as much software. I think everyone would agree platform 1 performed much better and is financially far more attractive.
Just wanted to demonstrate, how the figures are abused by PR is rather meaningless if you want to determine the amount of games people actually buy.
I'd much rather use 3 discs and spend 15 seconds swapping them than waiting an hour to buy my new game I just bought.
You are talking about a highly linear game, but what if it's a type of game like Oblivion and GTA where you can (and are required to) revisit previously visited areas? That's a lot of disc swapping.
Also 6.8 GB on a 360 DVD does not per se equal 6.8 GB on a 50 GB Blu-Ray disc neither, this due to data duplication often being required to minimize disc swapping due to re-use of previously used data like graphics and audio.
Even with the smaller disc size, all multi-platform games run just as well and often BETTER on the 360 version of the game.
Is that really remarkable? These games were designed primarily with the 360 in mind due to its headstart on the market. Just like early Atari ST to Amiga ports ran better on the Atari ST. For later games as the Amiga install base increased this was no longer the case, not by a long shot.
If the 360 had Blu-Ray, both PS3 ports and 360 originals would be using more storage space and have lead to fewer sacrifices.
Gears of War 2, no matter how you look at it, is universally accepted as the greatest console graphics to date
I don't think so. And I think Killzone 2 shows a big gap.