None of the games since the original have sold more than 100k copies. The original was a relative success at the time but that was nearly 15 years ago and nothing since has even been worth the time or effort to develop it in terms of sales. At best, the games have made a small profit, but more than likely they'd have made a loss if they weren't published by another company. But again, there's value in keeping a studio afloat. This game (NMH3) was never going to succeed.
We can be reasonably confident NMH3 did better than 2 in the first week when we count digital sales.oh damn i used MC numbers so i tought NMH2 did 11k first week. That's a better drop but uuuuuuuh
that's a lot of 10k more on Switch version01./00. [NSW] Tsukihime: A Piece of Blue Glass Moon # <ADV> (Aniplex) {2021.08.26} (¥7.000) - 72.237 / NEW
02./00. [PS4] Tsukihime: A Piece of Blue Glass Moon # <ADV> (Aniplex) {2021.08.26} (¥7.000) - 66.171 / NEW
There are games that seem more aimed at Western otakus than Japanese.NMH3 is strange to me. It decidedly has a Japanese feel to me, but I also feel it's a title that will be more popular in the West. Will be interesting to see how it sales overtime.
OT: now if Best Buy will ship my copy that was preordered in 2019.
There is a world of difference, XSX is beast next to the XSS when it comes to power.
Also many JP getting the series X are users coming back to xbox from the 360, they have big 360 collections and like to use that disc drive for BC.
|----|---------------------|---------------------|--------------------|
| | NDS | 3DS | Switch |
|----|----------|----------|----------|----------|---------|----------|
|Week| Weekly | 2007 | Weekly | 2012 | Weekly | 2021 |
|----|----------|----------|----------|----------|---------|----------|
| 01| 305.321| 305.321| 203.605| 203.605| 312.121| 312.121|
| 02| 107.892| 413.213| 257.377| 460.982| 167.596| 479.717|
| 03| 134.053| 547.266| 101.697| 562.679| 170.691| 650.408|
| 04| 190.540| 737.806| 77.519| 640.198| 110.811| 761.219|
| 05| 175.879| 913.685| 81.699| 721.897| 114.170| 875.389|
| 06| 165.458| 1.079.143| 69.180| 791.077| 88.485| 963.874|
| 07| 144.060| 1.223.203| 60.231| 851.308| 109.615| 1.073.489|
| 08| 134.626| 1.357.829| 88.909| 940.217| 74.298| 1.147.787|
| 09| 115.060| 1.472.889| 72.032| 1.012.249| 78.049| 1.225.836|
| 10| 103.546| 1.576.435| 71.797| 1.084.046| 89.927| 1.315.763|
| 11| 128.511| 1.704.946| 63.717| 1.147.763| 72.610| 1.388.373|
| 12| 159.498| 1.864.444| 63.746| 1.211.509| 89.104| 1.477.477|
| 13| 83.900| 1.948.344| 94.776| 1.306.285| 267.497| 1.744.974|
| 14| 118.774| 2.067.118| 118.072| 1.424.357| 135.076| 1.880.050|
| 15| 124.536| 2.191.654| 67.613| 1.491.970| 96.259| 1.976.309|
| 16| 158.189| 2.349.843| 62.653| 1.554.623| 94.057| 2.070.366|
| 17| 219.656| 2.569.499| 80.561| 1.635.184| 105.833| 2.176.199|
| 18| 219.291| 2.788.790| 71.282| 1.706.466| 165.268| 2.341.467|
| 19| 160.312| 2.949.102| 88.226| 1.794.692| 70.760| 2.412.227|
| 20| 112.309| 3.061.411| 45.063| 1.839.755| 95.411| 2.507.638|
| 21| 128.758| 3.190.169| 41.712| 1.881.467| 99.118| 2.606.756|
| 22| 117.013| 3.307.182| 51.840| 1.933.271| 71.148| 2.677.904|
| 23| 115.058| 3.422.240| 101.718| 2.034.989| 97.208| 2.775.112|
| 24| 136.393| 3.558.633| 61.212| 2.096.201| 78.317| 2.853.429|
| 25| 166.548| 3.725.181| 56.394| 2.152.595| 75.077| 2.928.506|
| 26| 153.983| 3.878.540| 66.953| 2.219.548| 72.951| 3.001.457|
| 27| 119.824| 3.998.364| 65.267| 2.284.815| 84.494| 3.085.951|
| 28| 135.946| 4.134.310| 51.930| 2.336.745| 69.283| 3.155.234|
| 29| 143.619| 4.277.929| 46.633| 2.383.378| 64.107| 3.219.341|
| 30| 164.481| 4.442.410| 44.202| 2.427.580| 69.738| 3.289.079|
| 31| 143.619| 4.586.066| 235.974| 2.663.554| 62.865| 3.351.944|
| 32| 153.983| 4.740.049| 118.786| 2.782.340| 72.773| 3.424.717|
| 33| 164.654| 4.904.703| 108.897| 2.891.237| 89.732| 3.514.449|
| 34| 116.506| 5.021.209| 107.140| 2.998.377| 72.527| 3.586.976|
| 35| 101.248| 5.122.457| 64.921| 3.063.298| 63.254| 3.650.230|
| 36| 78.980| 5.201.437| 67.926| 3.131.224| | |
| 37| 74.520| 5.275.957| 57.305| 3.188.529| | |
| 38| 66.121| 5.342.078| 56.970| 3.245.499| | |
| 39| 71.839| 5.413.917| 59.199| 3.304.698| | |
| 40| 76.560| 5.490.477| 77.183| 3.381.881| | |
| 41| 80.260| 5.570.737| 58.233| 3.440.114| | |
| 42| 77.810| 5.648.547| 78.401| 3.518.515| | |
| 43| 83.436| 5.731.983| 60.033| 3.578.548| | |
| 44| 80.272| 5.812.255| 60.079| 3.638.627| | |
| 45| 81.631| 5.893.886| 82.644| 3.721.271| | |
| 46| 80.827| 5.974.713| 168.662| 3.889.933| | |
| 47| 115.529| 6.090.242| 170.559| 4.060.492| | |
| 48| 126.347| 6.216.589| 158.527| 4.219.019| | |
| 49| 164.576| 6.381.165| 154.654| 4.373.673| | |
| 50| 248.670| 6.629.835| 219.103| 4.592.776| | |
| 51| 319.051| 6.948.886| 333.409| 4.926.185| | |
| 52| 194.816| 7.143.702| 433.788| 5.359.973| | |
| 53| | | 266.790| 5.626.763| | |
-----------------------------------------------------------------------
The Xbox one did so badly in Japan it was basically impossible to do worse, the original Xbox did better than that thing lmao.Also nice bump for PS5, but honestly I'm more surprised for Xbox. I still have not idea what is happening there lol
"Power" is an incredibly dumb metric, sorry, I know some people must be choosing one Xbox over another because of that power, but most people don't really care - which is why they buy Switches.
As to returning Xbox fans, if you got numbers I'd like to see them. There are no used Xbox360 games at any of my nearby Geo and BookOff so unless you are already in that ecosystem, or go out of your way to locate old games, most probably don't care to spend the extra money for the more powerful disc-drive version.
It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.Since you say it's impossible to happen how much would NMH3 have to sell ww so that it succeeds?
100, 200, 500k?
I am happy for Xbox Series X|S. Hope it can break Xbox One LTD even before holiday season.
I'm not even sure what you are talking about anymore, my English understanding fails me.
Because I see more than 5k.
NMH games outside nintendo were always late ports, late ports in Japan as you know tend to do worse than initial releases.
There's no way to tell how a simultaneous releases would do nowadays, but west wise it would no doubt help it out.
Has it been one year since nmh 1&2 yet? Maybe there is a one year exclusive or somethingCosts of porting don't make your assessment a surefire thing. There's a very likely reason why Marvelous didn't put the NMH1/2 ports on PS4 after TSA failed to make a dent. If there's reason to assume the numbers won't make a big difference, they won't put the resources for it.
It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.
So the minimum the game would probably need to make in sales so that the project itself broke even would be $30m or around 500k copies at full price. That is just a break even for the project -- it doesn't take into account Nintendo's cut of every sale, businesses, etc. To be fully profitable as a project it would probably need to sell 1m copies. We don't know how what Marvelous pays them so it frankly would be next to impossible to determine what Grasshopper would need for it to be profitable on the development.
Unlikely given that the PC ports of those had a similar exclusivity window to when TSA hit PS4/PC (6 months).Has it been one year since nmh 1&2 yet? Maybe there is a one year exclusive or something
Wait are you talking about WW, and are you talking about just NMH? Because you would be wrong in a the aboveNone of the games since the original have sold more than 100k copies. The original was a relative success at the time but that was nearly 15 years ago and nothing since has even been worth the time or effort to develop it in terms of sales. At best, the games have made a small profit, but more than likely they'd have made a loss if they weren't published by another company. But again, there's value in keeping a studio afloat. This game (NMH3) was never going to succeed.
Has it been one year since nmh 1&2 yet? Maybe there is a one year exclusive or something
I'd imagine if Playstation ports were happening they would have been announced alongside the PC versions. Even those feel like they were only justified by the Amazon Luna money. There were several UI elements that were just lifted from the Switch versions.Has it been one year since nmh 1&2 yet? Maybe there is a one year exclusive or something
There are games that seem more aimed at Western otakus than Japanese.
I really doubt they developed a game needing to sell 1 million copies to break even. Even more on such a niche and poor seller series.It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.
So the minimum the game would probably need to make in sales so that the project itself broke even would be $30m or around 500k copies at full price. That is just a break even for the project -- it doesn't take into account Nintendo's cut of every sale, businesses, etc. To be fully profitable as a project it would probably need to sell 1m copies. We don't know how what Marvelous pays them so it frankly would be next to impossible to determine what Grasshopper would need for it to be profitable on the development.
I've read that number as well, but isn't it more likely that the 100 people figure is the number of people who have worked on it at some point in time? Music composers typically don't work for the entire duration of development, for example, and staff size waxes and wanes as projects get to different milestones. The average number of employees over that 2.5 years is imo likely to have been significantly below that cited 100 number.It apparently took around 2.5 year of development and the team was made up around 100 people.
This is just back of the envelope estimates on a game with a staff of 100 that took 2.5 years to develop. Obviously this scales up and down depending on the team and the region. Games developed in America will cost exceedingly more to develop than any other region.1 million copies to be profitable??
you have definitely no idea what you're talking about
I'd imagine if Playstation ports were happening they would have been announced alongside the PC versions. Even those feel like they were only justified by the Amazon Luna money. There were several UI elements that were just lifted from the Switch versions.
TSA came to both PC/PS4 after ~6 months. NMH 1&2 are on PC(and Luna lol) already.
It's still weird that they cared enough to ported TSA to ps4 but not the first two games lol. Either they can't, or they deemed it not worth having the ports at all lolUnlikely given that the PC ports of those had a similar exclusivity window to when TSA hit PS4/PC (6 months).
Yeah no, we don't talk for Tales of Arise. You've made bombs almost everything that releases.It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.
So the minimum the game would probably need to make in sales so that the project itself broke even would be $30m or around 500k copies at full price. That is just a break even for the project -- it doesn't take into account Nintendo's cut of every sale, businesses, etc. To be fully profitable as a project it would probably need to sell 1m copies. We don't know how what Marvelous pays them so it frankly would be next to impossible to determine what Grasshopper would need for it to be profitable on the development.
This is just back of the envelope estimates on a game with a staff of 100 that took 2.5 years to develop. Obviously this scales up and down depending on the team and the region. Games developed in America will cost exceedingly more to develop than any other region.
If a game costs $60, the publisher gets ~$42 and the console owner gets $18. They sell the game wholesale to a retailer for less than that so the retailer can make some money too. So they're probably around $35 a copy at that point. There are ancillary costs related to production and shipping, etc. which would bring their net to maybe something like $25-28 a copy.
Just using that estimate, at a very high level, a game that cost $28m to develop would need to sell 1m copies to be profitable as a project itself. This is completely disregarding added costs for marketing, etc. Show your math and explain how I'm wrong.
The Wii version of 1 didn't have a JP dub either. Overall though, I think NMH1 did about 400k worldwide on Wii. I'd expect III would have to do similar to be a success, with NA and PAL doing the heavy lifting.It's a traditionally western aimed title. 2 was only ever greenlit because the western publishers more or less asked for it. Marvelous have tried to sell the later releases in Japan like 2 and Red Zone purely on sex appeal, and that's not a thing in 3, which also doesn't even have a JP dub. Far as I can tell it seems to do decently at least in the US, where it peaked at 9th in eShop charts and 6th at Amazon's Switch charts.
I don't think care is the right word. TSA was probably easier and cheaper due to being on UE4, so if it wasn't profitable enough to bring over more popular entries, that's pretty telling.It's still weird that they cared enough to ported TSA to ps4 but not the first two games lol. Either they can't, or they deemed it not worth having the ports at all lol
09./00. [NSW] No More Heroes III # <ACT> (Marvelous) {2021.08.27} (¥6.800) - 7.951 / NEW
04./03. [NSW] Mario Kart 8 Deluxe <RCE> (Nintendo) {2017.04.28} (¥5.980) - 14.838 / 4.009.933 (-6%)
07./02. [NSW] Yu-Gi-Oh! Rush Duel: Saikyou Battle Royale!! <TBL> (Konami) {2021.08.12} (¥6.000) - 9.491 / 122.530 (-43%)
Does this number include the "Killion Dollar Trilogy" box set? If it doesn't that might add a bit more. I have no idea how many they printed but it was totally sold out and to get mine I had to go to Amazon marketplace and pay 2000yen over retail. NMH3 did bad but when we get a top 30 it may prove to be a bit less terrible.
Right?! I continually read that games that lack Switch versions need them but underperforming Switch exclusives, 7.9k is somehow ok.
Switch 3rd party game exceeds expectations, tops the chart and outsells the PS4 version.
"Hey let's talk about an incredibly niche franchise selling shit like it always does instead"
Profit?
So Nintendo just put the info out that a new Big Brain Academy game is coming.
That could do some decent numbers.
It apparently took around 2.5 year of development and the team was made up around 100 people. I know Japanese devs pay a lot less than American counterparts.. but with that in mind, a conservative estimate would be at least $15-20m in dev costs on manpower alone. There are tons of ancillary costs such as general overhead for running a business/rent and licensing fees, etc.
So the minimum the game would probably need to make in sales so that the project itself broke even would be $30m or around 500k copies at full price. That is just a break even for the project -- it doesn't take into account Nintendo's cut of every sale, businesses, etc. To be fully profitable as a project it would probably need to sell 1m copies. We don't know how what Marvelous pays them so it frankly would be next to impossible to determine what Grasshopper would need for it to be profitable on the development.
This is back of the envelope math. It's not meant to be exactly representative of the actual development costs of this game. The costs I used were very conservative estimates though, realistically. Salary cost for manpower is going to be maybe 60% at most of the overall cost of operations of a business. Maybe this actually cost $20m to make all-in, maybe it cost $10m to make. Either way, if this thing sells say 100k copies, it will be developed at a loss to all involved. That much is an absolute stone-cold guarantee. If it sells 200k copies, it will almost certainly be at a loss.Your first mistake is assuming a developer team of 100 people means they were employing and paying 100 people for 2.5 years. This isn't how game development works.
This is back of the envelope math. It's not meant to be exactly representative of the actual development costs of this game. The costs I used were very conservative estimates though, realistically. Salary cost for manpower is going to be maybe 60% at most of the overall cost of operations of a business. Maybe this actually cost $20m to make all-in, maybe it cost $10m to make. Either way, if this thing sells say 100k copies, it will be developed at a loss to all involved. That much is an absolute stone-cold guarantee.
Do you think game development costs in 2019-2021 are the same as they were in 2005-2007? I would love to see your math at how much you expect this cost to make, with what we know of the team size (at its peak) and the duration of development, and what you think it would need to sell to be profitable for all parties involved. Show your math.Your math is entirely off because you have no idea how many people worked on this game for how long. The "stone-cold" reality is that the first NMH games sold between 300 and 600k, and those were very successful and profitable games for the studio and that no one in his right mind would greenlight a third game with the objective to sell over twice as many copies to break even. This is just stupid lmao
don't make statements you can't back up
I was wondering about this earlier, but: since you live in Japan, do you know whether the Killion Dollar Trilogy bundle was available in store as well, alongside online retailers?
Is that the poster girl? She looks like a reskinned SaberEveryone is thirsty for vampire lady. There is faith in this world.