Not a problem. I don't have my older charts and material but I can whip some numbers up for you real quick.
And for the flip
That took longer than expected. Anyways this is not a full breakdown of the million sellers, I do not have the time nor patience for that right now, but the information I put up here simply gives an idea of trends.
Who relies on what and what is the base more interested and what rate do these numbers matter.
I have seen people talk about the top 10 lists or whatever not really giving a good picture. I disagree simply because of the numbers. When you look at Nintendo consoles the normally dominate the best sellers with first party, the amount of titles and ratios normally are between 20 to 30% of the ENTIRE INSTALL BASE the top 10 are indicative of anywhere between 20 to 30% of ALL SOFTWARE SOLD. For the PlayStation? We are normally looking at around 11%. The numbers get even more interesting when we use the entire list and so does a clearer picture of what genres the base gravitates towards.
The numbers confirm what should have been pretty obvious. Nintendo has a large following that normally purchases first party titles and concentrate around their offerings.
Sony on the other hand, doesn't. The idea that I have seen alot is that if Sony had first party studios working on Vita games that it would take off. It doesn't look that way when seeing sales numbers like this. Despite the praise Sony may get for their first party titles and the amount of titles they release, it seems that the groups that follow each franchise are smaller and doesn't give that overwhelming impression of support and following like Nintendo titles seem to have. For Sony it might be more profitable for them to court third parties and slowly build their library instead of charging in like they do with their home consoles. I would like to see more first party studios work on the Vita but that is just a personal wish.
The larger list will show a more varied selection of genre's and franchises that get attention on Sony consoles while on Nintendo the sales seem to be skewed towards particular genre and franchises.
I wish I could present all the information I collected but time will only allow me to throw this together and I just hope you seriously think about the numbers here. They only prove my point the more info is added.
Well, I have to say I have a few issues still with your analysis and methodology, some are small mistakes, some are fundamental flaws:
1) The conversation was centered on Japan sales, while instead you've used worldwide shipment data. I'm a bit unsure of the reasoning for this, given the inherent lack of insight it gives to so many 3rd party games versus the pretty well documented Japanese sales tracked since the mid 1990s. Not only would the latter be more relevant to the discussion at hand, but it's a far more accurate and even handed data set to work from.
2) You claim a wider software diversity on PlayStation, yet your own top 10 analysis shows an appreciably greater genre diversity with competitive Nintendo consoles. This just after you claim a top 10 analysis gives good insight into overall audience trends, then you claim a look at wider numbers will show the inverse result. Which is it?
3) You listed software such as Mario Kart Wii, Donkey Kong Country and Super Mario Bros. 3 as non-bundled, when all 3 have been. You've also listed other bundled software without specification (New Super Mario Bros., Gran Turismo 5, etc). And in the "top 10" analysis bundled software is clearly included and not set aside. There seems to be a waffling of setting the criteria here, and the results you're looking at (genre/franchise diversity based on top 10, based on ratios) is going to be inherently skewed when you consider bundling.
4) You're again falling into ratio arguments to arrive at your conclusions, which mean little versus absolutes. To draw an example, in Japan DQVII and DQVIII were the top selling games on PS1 and PS2 and had higher attach rates than any other games in their respective series (with DQIII on FC being the lone exception I believe). DQIX on DS had both a lower attach rate and didn't even make the platform's top 5, yet in the end it's still the best selling Dragon Quest. Using your methodology, there'd be an implied higher interest in Dragon Quest on PS1 or PS2 than DS, yet the absolute figures show the reverse. You're weighting ratio and position higher in your analysis, either of which again are less meaningful measures of performance or audience versus absolute figures.
5) Your overall argument supposses high sales of Nintendo software as indicative of a lack of audience diversity or interest at the lower end. Not only is this a notion completely unsupported by the data you did bring, but the data you used is immediately biased to that result due to a historical lack of insight into 3rd party shipment figures. This is particularly detrimental for NES/SNES, where it looks like you've used Wikipedia figures (?) and that would result in a mixture of cribbled together shipment and sellthrough data from various sources. I'm guessing this is also why you've arbitrairly excluded Game Boy and GBA?
In the end, it seems you're using a questionable data set (shipment figures from disparate sources), applying debatable standards to them (ex: top 10 giving good overall insight... btw, do you work for NPD?), claiming additional statistics for data you didn't bring (ex: wider data analysis shows more genre diversity with PlayStation audience) and ultimately again defaulting to ratios over absolutes to arrive at your predetermined conclusions. I've thought about the numbers, and keeping things polite I'll just say I don't think much about them or your resulting analysis.