Showing posts with label sales. Show all posts
Showing posts with label sales. Show all posts

Wednesday, 7 November 2012

Gears of War Series Surpasses 19 Million Sales

Epic Games has revealed the lifetime sales for the Gears of War series -- the 19 million copies sold span three releases since November 2006. In its first week alone, Gears of War 3 sold 3 million, while Gears of War 2 garnered 2 million sales in its first weekend. Not bad.

This is the second Xbox-exclusive series to share its significant success in the past weeks. Microsoft recently detailed the record sales for its Halo franchise, which cracked the 46 million mark leading up to Halo 4's release.

Coincidentally, today marks the sixth anniversary for Gears of War.The first Gears of War prequel entry, called Gears of War: Judgment, will release for Xbox 360 on March 19, 2013.

Mitch Dyer is an Associate Editor at IGN. He loves Gears a lot. Read his ramblings on Twitter and follow him on IGN.


Source : ign[dot]com

Friday, 21 September 2012

How The Walking Dead Confounds Gaming’s Gloom

Woe and lamentations, sorrowful ululations. These are the noises coming from the doom-sayers of gaming, who point to miserable sales of boxed games as proof that we are tumbling down the slippery cobblestones paved to hell itself.

Game sales are down 20% year-on-year. Gaming has “lost” 12 million members. Wring thy hands and await apocalypse ye weeping wretches.

But hark. Rub those tear-stained cheeks. Is that the sound of champagne corks and jolly huzzahs. What devilry is this?

‘Tis none other than Telltale Games celebrating its surprising status as top of the gaming world, and not a box to be seen, not a single digit wobbled or disturbed upon NPD’s brick wall of stats.

The biggest selling boxed game in August, in the U.S, was Darksiders II, which “shifted” an okay-ish 247,000 units across all formats. New stats released to IGN by Telltale tell a, uh, different tale.

The Walking Dead, now into its third episode, managed 315K unique sales in the same month in the U.S. Note that Episode 3 launched on August 28th. Darksiders II launched on August 14th.

Globally and to date, The Walking Dead has managed 3.8 million episodes sold to over 1.2 million unique customers. It’s just a glimpse into how rapidly gamers are adopting digital as a way to buy games. When Minecraft arrived on XBL it sold a million units in five days, and another two million in the next few weeks. Borderlands 2 was launched simultaneously on PSN as in retail stores.

Although boxed sales still vastly outweigh digital sales in the console market, these trends are all great news for those of us who just can’t see the point of having things clutter up our homes, and prefer to consume our games the way we consume music and movies and messages.

Head of publishing Steven Allison told IGN, “What you're seeing is that new titles are showing signs of consumer transition to digital. Of the products that are most interesting to consumers right now, a couple of them are digital only, and not available to retail, like ourselves and possibly Minecraft. Minecraft did better than we did in the month, but I would say that Minecraft and Walking Dead did better than the rest of that NPD list. I don't know of any other digital games that can make that claim. But I think we're seeing a product transition as far as comfort. Those hardcore gamers are getting comfortable with digital, especially if it's not on store shelves.”

Telltale isn’t some mad-eyed revolutionary, thirsting for the end of boxed games. A retail version of The Walking Dead will be released after the final episode launches, and IGN has first news of the release date. Allison said, “We are currently committed to Tuesday December 4th, 2012 at retail on Xbox 360 and PlayStation 3 in North America for the first season of The Walking Dead: The Game including all five episodes. European and other territories for retail release to be confirmed.”

He adds, “Just about every medium has made the transition to digital and we're going to continue to see more growth, probably at the expense of some retail sales. But I don’t think it will be like music, where retail for music just doesn't exist anymore. It’ll probably be more like DVDs and movies, where there's a pretty significant retail footprint for movies still, even though digital is really strong. I think we'll end up, in a few years, maybe 50-50.”

This tallies with Electronic Arts’ view that digital will overtake retail in two or maybe three years time.

But buying games from digital does have its drawbacks. Browsing online retail stores can be a painful experience, a choice between living with a small number of the store’s chosen favorites, and searching for something fairly well defined in one’s mind. At the moment, buying games on PSN and XBL is painless because there are a fairly limited number of titles available. This problem is called ‘discoverability’.

For games companies the challenge is still to let you know that their games are available and that they are worth trying. This almost always costs money

Allison says, “Just because we're coming out on digital doesn't mean we're allowed to drop the need to publicize and market our game to the masses. This is where a lot of digital companies kinda fall apart. We try to take it as seriously as if we were putting a $50-million-dollar game in a box at GameStop. We work the PR hard. We get awareness high. We give people jonesing for it, and then it's our job to point them at Xbox Live or at PSN.

“We're not just hoping that when we launch, the stories about ‘What's coming out this week on PSN?’ drive it enough. The obligation to market, to drive sales, is no different than if it was at retail. It's exactly the same.”

But if the concept of selling things to people is the same, the nuts-and-bolts of doing business with people digitally are vastly different, and, according to Telltale, a whole lot better.

“That whole middleman is gone, more or less, and that's the really great thing about making content digitally. There's all kinds of costs that just go into building products, paying those licensing fees, selling it for wholesale, the retailer getting his cut, and then paying for that [in-store] marketing. That is all gone on the digital side. All our digital partners get, more or less, 30 percent of every sale. But that's it. They don't charge us for promoting it. They get 30 percent, so they like promoting things that are going to move. When you get into that relationship, it's a different dynamic. There's a lot of close collaboration. You have to work that hard as well.

“I’ve worked in this business for 15 years doing retail publishing, and I probably spent 75 percent of my time dealing with issues at retail, issues with shipping stuff, what we were doing for MDF [ads in stores]. Now I spend two percent of my time on that. It's so refreshing.”

Digital dos have its drawbacks for gamers, but it is refreshing too for those of us who don’t want to go into stores, or wait for boxes to turn up at our doorstep. This is why it’s growing so fast, while boxed sales are declining. However, that’s not the same as saying that gaming - even hardcore gaming - is dying. Not the same at all.

I write opinions on games pretty much every weekday. Recently I've been talking about DishonoredCounter-StrikeJourneySound ShapesWasteland 2Virtua Fighter and Miiverse. You can follow me on Twitter to debate and argue about games. Or IGN.


Source : ign[dot]com

Tuesday, 11 September 2012

Guild Wars 2 Sales Reopen Today

Having suspended sales of Guild Wars 2 right at the end of last month because servers were creaking under the sheer weight of players, ArenaNet has reopened them this morning. So if you missed the boat on release weekend and have since lost all of your friends to Tyria, at least you can now join them.

ArenaNet originally suspended sales on August 30th, just two days after launch, because the server infrastructure was having problems keeping up with demand. Since then, the company had deployed new European and North American servers and prepared the Trading Post for a new influx of players.

ArenaNet's president Mike O'Brien had this to day: “Preserving the customer experience has always been our top priority. We’re supporting  Guild Wars 2 for the long run. We’ll always do what it takes to deliver the best online gaming experience for our customers, even when that means throttling sales.”

To celebrate, the developer released a bizarre and rather arresting new live-action trailer. Enjoy it below:


Source : ign[dot]com

Friday, 7 September 2012

The Best-Selling Comics of August 2012

A year after the launch of DC's New 52, comic book sales for the company are still a marked improvement, as the company took the lead over Marvel in market dollar share with a 33.32% compared to a 32.42%. Marvel still took unit share though, inching out DC's 37.12% with a 37.18%. Overall, comic book sales were up nearly 20% from August 2011.

The top 10 best-sellers of August are as follows:

  1. Avengers vs. X-Men #9 (Marvel)
  2. Avengers vs. X-Men #10 (Marvel)
  3. Batman #12 (DC)
  4. Justice League #12 (DC)
  5. The Amazing Spider-Man #692 (Marvel)
  6. Before Watchmen: Rorschach #1 (DC)
  7. AvX: VS #5 (Marvel)
  8. Before Watchmen: Dr. Manhattan #1 (DC)
  9. Green Lantern #12 (DC)
  10. Detective Comics #12 (DC)

As for the top sellers in graphic novels and trade paperbacks:

  1. Batman: Earth One HC (DC)
  2. The Walking Dead Vol. 1 TPB (Image)
  3. Swamp Thing Vol. 1 TPB (DC)
  4. Superman: Action Comics Vol. 1 HC (DC)
  5. Batman Vol. 1 HC (DC)
  6. Hulk: Season One HC (Marvel)
  7. Scott Pilgrim Vol. 1 Color HC (Oni Press)
  8. Star Wars: The Clone Wars: Sith Hunters TPB (Dark Horse)
  9. The Walking Dead Vol. 2 TPB (Image)
  10. Fear Itself TPB (Marvel)

We'll see if zero month can help push DC over the top, but then again, Marvel's got the conclusion of Avengers vs. X-Men headed our way this month. Which will win out?

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He loves superhero pets so hard.


Source : ign[dot]com

Thursday, 6 September 2012

Diablo Meets Tower Defense in The Mighty Quest for Epic Loot

Judging from Diablo III's sales numbers, pointing, clicking, and looting are all clearly activities that gamers enjoy. For the just-announced hack-and-slasher A Mighty Quest for Epic Loot, the developers at Ubisoft Montreal -- normally folks who spend their time crafting eight-figure-budgeted blockbusters that set you back $60 apiece -- have a rather simple question for you:

Would you like to point, click, and loot for free?

Such is the unique offer that Mighty Quest makes, though it's far more than a simple free-to-play Diablo clone. It's actually a two-sided affair of attacking and building. The former you're already quite familiar with from years spent playing Blizzard's devilishly successful franchise and its countless imitators. It even lifts Diablo III's interface almost exactly, with a health bar, mana bar, and four skill/attack slots. So it's the latter that sets Quest apart. On defense, you'll create your own dungeons using a handy level-creation tool, easily dragging, dropping, rotating, and populating challenging scenarios that other players will be faced with navigating and completing when they go into Attack mode. It's true that the team at Ubi Montreal will provide a batch of pre-baked scenarios for all to both traverse and study using either of the two included character classes (Knight and Archer), but the bulk of Quest's content generation will come from gamers themselves.

As in any good tower defense game, you won't simply be able to pile everything and the kitchen sink into your dungeon in Defend mode. You'll be on a budget, which both maintains competitive balance by keeping you from loading a room with every boss in the game simultaneously and prevents you from soaking up every drop of RAM from the PCs of your map's visitors. But you can add a healthy selection of monsters and trap-laden structures. Some of them are even themed, like a forge that featured flame-spewing ovens, which led to a final room guarded by a fire-breathing dragon named Mr. Firesly.

Interestingly, your character level and castle levels are separated. The idea is that you're meant to have to play the Defend mode in order to advance in it and unlock new and better fortifications and not simply rely on your offensive skills in order to hack-and-slash your way to an über-castle. And the longer players spend in your sanctuary of sadism, the more you'll be rewarded. In other words, the tougher you're able to make it on your fellow gamers, the better you'll be compensated. And you're asked to rate each castle you complete on a five-star scale, pushing the better designs to the top of the community's virtual bulletin board and earning gold for skilled builders. Better still, you're able to easily create bets with your friends. Challenge them, for instance, to get through the castle you just completed in under a certain amount of time, and bet the gold amount of your choice on it. To even the odds, you'll be able to set the character level for the both of you, so if you're level 20 but your pal is only 12, you can set it to 20 and give your buddy a taste of what's in store for him when he spends a bit more time with the game.

Fittingly, you'll see that, as the title indicates, A Mighty Quest for Epic Loot doesn't take itself too seriously. It's an intentionally tongue-in-cheek take on genre tropes, even if the core gameplay is plenty serious. Beta keys are starting to go out now, so you'll soon have the chance to judge for yourself if Mighty Quest is a laughing matter or not.

Ryan McCaffrey is the Executive Editor at IGN Xbox. He used to own a DeLorean, which is weird. Follow him on Twitter, on IGN, catch him on Podcast Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.


Source : ign[dot]com

Saturday, 1 September 2012

Gamer Fatigue and the Creative Renaissance

Sometimes, boring games sell well. That is why they are made. Corporations that produce tedious, repetitious drivel are merely fulfilling their function, which is to enrich shareholders. They measure success in sales numbers and margins. They like predictability.

But even the most undemanding, conservative consumers eventually grow tired of formulas, and so games publishers seek to innovate, to try new things in order to build blueprints for the future.

This is the constant friction-point in the business of games, the drive to churn out games that will hit quarterly targets now, and the fear that failure to try new things will severely impact the quarterly results of the future.

'Gamer fatigue' is a phrase used this week by Dishonored co-director Harvey Smith, to describe what happens when the marketing guys gain too much power over the creative process. This is what happens when the corporations' need for quick returns outweigh both concerns about the future and the artistic vision of the game-maker.

But his message is a positive one. He points out that, even at the tail-end of a console generation, we are seeing artistic, interesting creations. Games like Dishonored, Beyond: Two Souls and The Last of Us are leading the charge against the AAA standards that fill the shelves of GameStop, while digital experimentation through XBL, PSN and Steam is a source of much that is challenging and new.

In an interview with GI Biz, Smith said, “You could attribute it to gamer fatigue. How many games have been released now where you're a soldier, or a space marine, or you're surrounded by elves and wizards, or you're robbing a bank in L.A.? I'm still an optimist, and I still have a great time playing games, but...most stuff is just variations on things we've seen before. If you've been around for a while you've seen it over and over and over."

There have been times in the past when it seemed that the marketers were taking too much creative power. The argument went that the ‘market’ should dictate what was produced, and there are still people who believe that consumer buying patterns are the ultimate measure of artistic endeavor.

But markets are not open and free systems, and in gaming’s past this was especially the case. It wasn’t that long ago when the only realistic way to get a game into the hands of the public-at-large was through one of a limited number of powerful publishing companies. Even now, we do not live in a utopia of creative freedom, but things have definitely changed, giving more power back to the people who actually know how to make games, and want to try to expand the form.

Looking back at the bad old days, Smith says, "I remember working at companies where people would tell me that role-playing games don't sell. I once had an executive tell me that first-person games don't sell. It can fly in the face of reality.”

He adds, “There are many ways to be successful. You could go out and aim for a very mainstream story...and you can capture an audience that way and be very successful. On the other hand, you can be completely rock 'n' roll about it and say, 'F*ck it, we're gonna do everything different from everyone else’. We're driven by this one impulse creatively. At a certain point, I came to mistrust formulas, because I've seen so many examples of people failing or succeeding by following a certain blueprint.”

Most of us are guilty of perpetuating formulas. We buy games that we know will be enjoyable, but that fail to surprise or even particularly delight us.

But what we really want is to be taken to new and unusual worlds, to be shocked and amazed at new experiences.


Source : ign[dot]com

Friday, 31 August 2012

Guild Wars 2 Suspends Digital Sales

ArenaNet is suspending digital sales of its recently released MMO Guild Wars 2 in a bid to protect server stability.

Due to the high number of players accessing the game at any one time, the company has decided to try and throttle how many new people are entering Tyria while it expands its infrastructure.

We’ve said before that we would be willing to temporarily disable first-party digital sales if we felt our high player concurrency may compromise player experiences. We have now reached that point.

ArenaNet Social Media Coordinator Rubi Bayer explained the situation on Facebook, writing "Ensuring the best possible play experience for our fans is our highest priority. We’ve said before that we would be willing to temporarily disable first-party digital sales if we felt our high player concurrency may compromise player experiences. We have now reached that point.

"Effective immediately we have disabled sales via buy.guildwars2.com. To be clear, box and digital sales are still available via our retail partners. We are tracking our concurrency closely while expanding our infrastructure. We’ll re-enable first-party digital sales as soon as we feel that we can do so safely."

In terms of problems for a new title to be facing, it's a pretty good one. Given that the game sold over 1 million copies before it launched on Tuesday, it's not totally unexpected either.

Guild Wars 2's launch has been pretty smooth so far, with a smattering of errors hitting those trying to get into the game during early access, though these have been resolved for the most part. It's encouraging to see ArenaNet keen to maintain smooth service for their current customers during the busy launch period, which tends to be pretty fraught for most MMOs.

So for the time being if you haven't got a copy of the game and want to step into Tyria, you may have to leave the house and buy a physical version from somewhere. Or wait a couple of days for digital sales to be re-enabled. Your call.

Luke Karmali is IGN's UK Editorial Assistant and has spent the last week exploring Caledon Forest with his Sylvari Ranger. You too can revel in mediocrity by following him on IGN and on Twitter.


Source : ign[dot]com

Saturday, 25 August 2012

DC Announces More Before Watchmen

With Before Watchmen climbing up the comic book sales charts, it's no surprise that DC Comics has unveiled plans for yet another Before Watchmen mini-series -- this time focusing on that creepy old baddie, Moloch. The announcement was made at DC's All Access panel at Fan Expo Toronto.

Before Watchmen: Moloch will only run two issues, written by Nite Owl and Dr. Manhattan scribe J. Michael Straczynski, with art by 100 Bullets' Eduardo Risso. Moloch #1 will hit on November 7 with issue #2 to follow on December 26. It's unknown if the series will include pieces of the Crimson Corsair back-up stories that have been running throughout the Before Watchmen titles.

Moloch has made appearances in other Before Watchmen books thus far, including Comedian and Ozymandias. Could there be more Before Watchmen on the way?

Joey is IGN's Comics Editor and a comic book creator himself. Follow Joey on Twitter, or find him on IGN. He loves superhero pets so hard.


Source : ign[dot]com

Friday, 3 August 2012

Soulcalibur V, Naruto UNSG Sales Pass 1 Million

Namco has revealed its earnings for the first quarter of the current fiscal year, posting sales figures for two of its recent sequels. 1.38 million units of Soulcalibur V have been sold worldwide since launch, while sales of Naruto Ultimate Ninja Storm Generations are at an even one million. Sales of both, in addition to solid portable game sales in Japan, led to an overall increase of 200% for Namco Bandai profits for the quarter.

Namco Bandai earned $1.39 billion for the quarter overall, up 23.2% from last year. The publisher’s upcoming release slate includes Dark Souls: Prepare to Die Edition this month and Tekken Tag Tournament 2 in September. Naruto Shippuden: Ultimate Ninja Storm 3, Star Trek: The Game and Ni no Kuni will be released in early 2013.

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Tuesday, 31 July 2012

3DS XL Starts Strong in Japan

Japanese sales data from Enterbrain (via Famitsu) has revealed that nearly 200,000 3DS XLs were sold during the system’s first week on sale. According to Famitsu, 193,441 systems have been sold since the system launched in Japan on July 28th.

Separately, New Super Mario Bros. 2 (which launched alongside the system) saw equally impressive sales, with 430,185 sold in the same period. That figure is only for copies of the game sold at retail and does not include customers who downloaded New Super Mario Bros. 2 via the eShop.

The full Japanese hardware and software sales chart won’t be revealed until tomorrow, but things are certainly looking promising for Nintendo’s supersized handheld. The original New Super Mario Bros. on DS went on to sell more than 10 million units, while lifetime sales of the original 3DS have crossed 19 million units worldwide.

3DS XL was also released in Europe, but sales haven’t been revealed for that territory. The system will launch in North America on August 19th alongside New Super Mario Bros. 2 (which hits Europe on August 17th). For a look at the changes in Mario’s latest outing, check out our tour of New Super Mario Bros. 2.

Source: Andriasang

Andrew Goldfarb is IGN’s associate news editor. Keep up with pictures of the latest food he’s been eating by following him on Twitter or IGN.


Source : ign[dot]com

Wednesday, 25 July 2012

Nintendo Still Losing Money, But 3DS Sales Improving




Nintendo's first-quarter financial results, released this morning, saw the publisher post a loss as expected - but 3DS sales are on the up.


The net operating loss stood at ¥17.2 billion/$220.4m, an improvement on the previous year's ¥25.5 billion Q1 loss, with sales down by ¥9.1bn ($116.4m) on this time last year. Nintendo sold 1.86 million 3DS units during the quarter, in comparison to 710,000 ove the same period in 2011, at the time of the console's European and North American launch, which means an increase of 162%. Software sales stood at 7.39 million, a 63% increase.


Nintendo has been selling the 3DS at a loss since the post-launch price cuts, but the financial results report that as of July 25th it is no longer selling at less than the manufacturing price, meaning that the company can start making money from sales of the console from this point onwards.


Lifetime sales of the 3DS now stand at 19 million. The Wii is sitting at 96.56 million, meaning it's currently the third best-selling home console of all time behind the PlayStation and PlayStation 2.


We can expect the 3DS XL to boost 3DS sales yet further in the next quarter - and with the Wii U out before the end of the year, it's sensible to expect that Nintendo's Q1 results for next year will rather different.



Source : ign[dot]com