MGSV: The Phantom Pain has shipped 3 million units worldwide

My predictions worldwide are:

PS4 > PC > PS3 > XBO > XB360

I think the PS3 version is going to do better than a few people here expect. I mean idk, I feel like we shouldn't be sleeping on it. I may be way off the mark though lol. Only time will tell I guess.

EDIT: Also, PS3 and PC can be interchangeable, particularly because of how the PS3 is performing in Japan.

in uk both last gen versions were well below 10% while xb1 was 20-30%. even if you negate the slight xbox advantage in that market it's hard to see ps3 outselling xb1 or pc in any market outside of japan.

If Konami makes like triple the amount they spent developing the game, are they not satisfied with that? It's a shame that they are sitting on that awesome Fox Engine and they decide to disband the team responsible for creating it. Silent Hills, MGSVI, ZOE3, new Castlevania...think of all the awesome AAA games that could have been!

mgsv is probably super expensive. i'd imagine 3 mil copies would at most maybe be 1.5 dev costs. isn't the delays and the cost the reason kojima and his team got disbanded?
 
Amount shipped doesn't say a whole lot. What percentage of that amount actually sold-through ? 33%, 50%, 66% ? Maybe most of these 3 million copies are sitting on a shelf or in a box in storage somewhere.

But let's say they sold-thru 50%. This would break down to:

PS4 (72%): 1,080,000
X1 (22%): 330,000
PS3 + X360 (5%): 75,000
Meanwhile, Steamspy has PC at 440,000 but those aren't factored into the shipped amount

Given the numbers, it's pretty safe to guess that the PC version will outsell PS4 over time. It will probably be 2 million owners next year and 4 million the one after, due to ever-increasing discounts. Meanwhile PS4 sales won't increase by much as consoles sales usually blow their load on day 1 while Steam sales are a slow burn.

steinermath.jpeg


That is one of the worst calculations in a sales thread I have ever seen, wow.
 
Not sure, if you extracted only the % margin per copy after steam/sony takes their fat cut or printing + retail cut, add in other expenses like marketing, it might take awhile.

When I said it was dirty math it was actually straight filthy unholy math :lol. Jesus how could I not even think about the profit margin. I'm literally worse than chartz.
I think I just retroactively failed my economics course.

I don't think that production budget counted the amount spent on marketing.

This makes me double fail.
 
QUOTE Forbes article about this topic

Since its release Metal Gear Solid V: The Phantom has sold 3 million units globally but compared to its budget, it’s got a ways to go before it likely breaks even let alone makes a profit.

From the prior Nikkei report we know the game’s development budget was around $80 million, couple that with the obviously sizable marketing and distribution costs means The Phantom Pain will likely need to sell quite a bit more before it breaks even.

This is because most modern marketing budgets can often be larger than the game’s development costs, so it’s likely that The Phantom Pain would need to sell around 5-6 million units to break even. Maybe even more than that.

What’s more the initial launch of a game tends to see the bulk of its sales and then they tend to fall off pretty quickly after that. So making your costs back only gets harder the further you get from the game’s launch.

In addition Metal Gear Solid 4 had a similar amount of initial launch sales and that was only on one platform. The Phantom Pain is on multiple platforms so in that sense it is already performing poorer compared to the previous game, as that was a console exclusive.
While we have pretty much the entirety of the press rightly praising the game’s content and execution, the omission and ignorance of its cost to get to this point is worrying.

This is because, sadly, the games industry is not one based around creative patronage. It’s very much a business.

When big budget games don’t or take a long time to make their money back, publishers tend to pull the plug on studios.

This is bad for gaming and gamers alike.

In the last decade we’ve already lost a huge amount of developers from the industry and that has resulted in a wave of risk averse functionally standardized big budget failures, which in turn has fed into this dangerous downward spiral for console game production.

In the case of Konami that trigger has already been pulled, again likely based off a long-running trend of big budget games that didn’t sell like they were required to.

So when games like this are praised without acknowledging the cost, the conflation is an oddly caustic and damaging one.

It’s no secret that the games industry craves cultural recognition, so annoying real world things like budgets tend to sully a purely cultural argument but in doing so it lets a lot of managerial decision makers off the hook when they over spend.

As without that transparency it’s very difficult to accurately appraise a publisher’s or studio’s production efficiency and the subsequent quality of their games.

After all a studio that can deliver a great and popular game for a decent budget is clearly better than a studio that spends the GDP of a small country to do the same.

From a gaming standpoint you want studios that can deliver games sustainably relative to their budgets and sales.

Otherwise you end up in a situation where people are buying consoles but there are fewer and fewer games to play on them due to the increasing scarcity of studios to make them, which is roughly the situation we are in now.

Don’t get me wrong; I am all for good games and I know The Phantom Pain is a thoroughly brilliant one. Yet for all its critical success, this victory could be entirely pyrrhic if it doesn’t make its costs back and quickly too.

In some ways it could be argued that the current situation with Hideo Kojima and Konami’s subsequent reticence to fund similar console games in the future is an indication, in a real world business sense at least, that the game has already failed.

The sooner publishers make their development costs public the better, the industry badly needs transparency on how much games cost to make otherwise console gaming will have serious problems ahead of it in regards to its sustainability.

http://www.forbes.com/sites/ollieba...llion-units-but-its-not-out-of-the-woods-yet/
 
So far, it sold about 202k in the UK and 470k in Japan (first 2 days only). And total Worldwide PC sales are at 570k, I think that's enough to make PC the #2 platform.
 
In the back of my mind I've always been thinking, "If MGSV just sells spectacularly would that change the budget concerns Konami had that apparently drove a wedge between them and Kojima?"
 
Was there much print/tv/cinema marketing for this game? I haven't seen any but I've been a little out of the loop.

i saw a MGSV commercial about 5 times watching football yesterday. Seen it several other places like during Adult Swim and such.

Good numbers though. Too bad the money doesn't go directly to Kojima and skip out on handing it to Konami. Didn't Konami say the budget was 80 million? So 3 million * 60 = 180 million ( I know it is not 100% going to developer ). So they have definitely profited and the game will sell for awhile. I'd say it ends up around 5 million or so.
 
Was there much print/tv/cinema marketing for this game? I haven't seen any but I've been a little out of the loop.

From what I've heard on the internet, the game didn't get a good marketing campaign (Edit: or maybe it did, based on the poster above), it only sold well because it was a Metal Gear game.

It's still the fastest selling Metal Gear from the info we have, the PS4 version alone should sell as well as MGS4 if not more based on the splits we have, so 6+ million, the additional platforms can make it sell up to 8 million.
 
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