LanceStern said:
IAWW CAN"T BE Compared to Tales of the Tempest because it's a brand new IP. Tales of is a recognized, high selling franchise in Japan.
Okay, fine.
LanceStern said:
It's not very accurate to compare SE's previous new IP successes because it's on the Playstation. It's a different market, a different userbase, a different time period, PSX is A HOME CONSOLE, and the new IPs were still directed with the same type of gamer in mind: RPG gamers with the same artstyle.
Yes, you are correct. Ergheiz and The Boucer were most certainly targeted to the same RPG gamer Square had always targetted, and certainly virtually identical artstyles to every FF/DQ game ever, which, incidentally, are
all identical in art style. And I agree that people who buy Final Fantasy games on home consoles
would never buy a Final Fantasy game on a handheld, which is why S-E refuses to release any on the DS or PSP, much less their precious cash cow Dragon Quest. Moreover, the DS userbase is obviously very different from the PS2 userbase, a game like
Taiko no Tatsujin would never have sold on the hardcore oriented PS2.
NEVER.
LanceStern said:
IAWW is COMPLETELY different in almost all areas concerning it's release, and the only impartial standard to compare it to is other 3rd party new IPs for HANDHELDs, preferably the DS because it has a completely different userbase as well.
I'm sure there's a valid argument in there somewhere.
LanceStern said:
If you do that, which is the logical thing in my opinion, you've got a success. Almost half it's initial shipment sold.. 80k first week for a new, handheld 3rd party IP in Japan at the same week of big console releases. It's almost insane to not call it a success.
LanceStern said:
It's pointless. There is nothing you can say that will convince me that 80k in ONE WEEK for this new IP at the time and market of release isn't a success. So take your numbers and lists and argue elsewhere. To me, and a lot of others, the game did great it's first week, not bomb as you so put it, and you're not goign to convince me (and hopefully not other optimists)
You keep making this argument, as if the success or failure of a game is predicated on
one single number. This is almost exactly the same argument as your "300k is a success, anything less is failure" argument that I thought you'd been cured of.
You keep comparing IAWW to some English training game that only sold a few thousand it's first week, and went on to do really well with over 100k, right? Okay, let's do something completely and utterly novel and add some other numbers into that equation. First off, those few thousand it sold the first week, how much of the initial shipment was that? Did it occur to you the game may have only shipped 5000 units, so if it sold 4000, that's
80% of it's shipment. A successful game generally sells 60-75% of it's shipment in the first week, and retailers will see continued strong sales, meaning they won't "collapse the price", and will reorder the game after it sells out.
IAWW only sold
40% of it's initial shipment. That wouldn't necessarily be considered a failure, if retailers saw they were still doing a brisk business. But apparently retailers have saw a few people pick it up first day, then nothing after that, because they've already started slashing prices to try to get it off shelves so
an actual profitable game can take it's place.
But wait, I've got yet more numbers for you! How much do you think it cost to make IAWW in comparison to Rocket Institute's English game? Presumably, RI's game would have made a profit if the entire initial shipment sold at their MSRP. I'm guessing S-E padded their shipments, but figure they'd need to sell about 50% of their initial shipment to break even at MSRP, and they haven't even done that yet. A game that does not break even is not a success, no matter how you feel about the actual number it sold.